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Thanks! I was aware of a few of the issues targeting this bug but this one eluded me.
Thanks again for looking into this. I'll try to strip stuff away from our initialization process (I've already dug this trench a lot, even...
Thank you for the quick response! I've checked the input settings too in search for a fix, but it is indeed set to InputManager, not the new...
Hello, we're currently migrating our game project from 2017 LTS to 2018 LTS (2018.4.14f1) and while upgrading Rewired to the appropriate version...
Hello, I was working on a small conversion tool for some parts of our UI when I've stumbled upon a similar issue: Setting the TextMeshProUGUI...
Update: This seems to happen for 2017.4.25f1 as well on a complete project load (as in opening the source controlled project - without a Library...
Hello, Upon the angry cries of the mob here at office, I've started to investigate the Editor logs of our staff and it seems that very simple...
I can confirm that by stripping the compute shaders out of the resource table, the crash is gone. Our luck is that our ColorGrading mode and the...
Ye, just noticed :(. If it's indeed related to the computeshaders, we might circumvent the issue by stripping the property sheet used by the...
Guess what postprocessing stack we're using :) Yes, as I was reading your post, I realized that one of the things that get loaded in that asset...
We're having the same exact issue on Unity 2017.4.4f1. The crash dump debug reveals the same callstack in our crash as well. I was trying to trim...
I've been trying to optimize our async level loading times and one of the profiling issues I've recently encountered is the Shader.Parse call...
My issue with ParticleSystem.Update adds even more to the topic confusion (running Unity 5.4.1p4 here): for my test scene, PS.Update only shows on...
Hi, I'm currently looking into this exact issue, laid out by Aras here: Is this the case? Do shaders get unbound from gpu when calling...
While I haven't exactly figured why the dependency mega-list happens (it's also hard to come up with a repro for this, as the project is >3Gb in...
Hello, I've stumbled upon this exact issue a couple of days ago. My problem was that a lot of our "area triggers" needed a solid scene...
Hello, I'm currently working on a build tool that takes a list of levels, collects their dependencies and tags each asset in the dependency list...
One year later (Unity 5.3.4p3) and this issue still remains. I've discovered it while making a prefab instance pool manager which has to...
Hello, I'm testing some asynchronous scene loading scenarios (using Unity 5.3.4p3) and I've noticed this issue when loading a scene which...