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I'm trying to figure out the best way to pass a variable length collection of variable length collections into a job. The problem I'm trying to...
Bumping this thread as it's still an issue I haven't been able to solve.
Hi, I've been experimenting with effects that require a secondary camera in orthographic form that simply render out a heightmap into a render...
My thought to swap the highlight camera to deferred broke the highlights for opaque objects and I didn't notice since I tested it by highlighting...
I'm using a replacement shader to create a highlighting system by having a second camera that renders out all the highlighted objects and it...
Noticed that this asset was taking up a good chunk of our CPU time in a scene with a lot of decals so I did a bunch of simple optimizations. In...
Currently it's a ticket here.
Decals weren't showing in WebGL builds so I tested Windows builds and found no decals there either. Afterwards checked to see if the shaders were...
There's a ticket in for it and I got an email recently that they were working on it but needed an extra asset bundle from me to test. Been...
I'm trying to set up a linter step in our build pipeline but it appears that the only useful code analyzer for Unity is the one Microsoft made....
Okay so I played around with a blank project, had it load the remote catalog and download the offending asset bundle from our main project. What...
I'll try to reproduce this issue in a new project, if I fail I'll at least write out what steps I tried.
Tested this further by upgrading to 2020.3.18f1 and Addressables 1.18.15, issue is still present if Use Asset Bundle Cache is enabled on all...
Currently on Addressables 1.16.19 with Unity 2020.3.2f1, we are only trying to support desktop browsers.
Another odd thing I've noticed is that the version of the game with non-cached asset bundles uses significantly more memory in WebGL for some...
Just to follow up on this in case someone encounters the same issue, I was able to get the asset bundles to load on Chrome/Edge by disabling Use...
Did some further testing and found that 255MB was a pure coincidence, after reducing the total size of player + bundles to 170MB it still failed...
I'm having an issue where on any Chromium based browser like Edge/Chrome/Vivaldi, when our player attempts to download a 200MB asset bundle from...
I ended up implementing the system of having a unique badge per build using GUIDs so now there is only one bucket per platform. [ATTACH]
I'm working on designing the way we'll structure our buckets for production and it's lead me to two potential systems. There is a player that gets...