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Resolved in 0.6.0, thanks guys! https://docs.unity3d.com/Packages/com.unity.transport@0.6/changelog/CHANGELOG.html
Context: This android build report is concerning to us because our expectation is that level sizes should only account for a few % of build size:...
Can we also move Unity.Entities.WorldTime to public, please? E.g. If I want to find out if that is the singleton entity, I can't do that currently.
So I have an optional netcode layer sitting on top of Unity's ECS, and when the netcode is enabled, every entity that should be updated by this...
Resolved. Ended up just being an extremely rare out of range exception: private bool TryRemoveConnectionFromPending(NetworkConnection...
@Kmsxkuse None of the code is platform specific. The null ref is a symptom of an underlying memory issue, and the NullRef doesn't always happen at...
Another 2 unique exception stacks: /proc/self/maps: 40f8a000-40f9a000 rwxp 00000000 00:00 0 41bf5000-41ce5000 rwxp 00000000 00:00 0...
NullRef & Crash: Inside a try/catch of my RelayRoomUpdateJob.Execute() method: Caught fatal signal - signo:11 code:1 errno:0 addr:0x200000062...
@FakeByte Yeah it's absolutely a problem I can solve on my end, I just shouldn't have to because the information DOES exist - it's just not...
Context In Unity.Transport v3.1, there are 3 places where the netcode logic can raise a Disconnect event (via AddDisconnection,...
Small thing: Obviously, between BuildPhysicsStep and ExportPhysicsStep, there is cached state. An employee on our team accidentally ran a system...
@UnityMaru Fair points, and no worries about the delay. Yeah - generating defines would get quite large quite quickly. But, out of curiosity, is...
Example problem: I have a package "FOO" that implements feature "FOO_A". I have a package "BAR" that implements feature "BAR_B". I have a small...
100%! Loss of project PATH is so frustrating. We have multiple streams (a.k.a. branches), and the Unity project is not the top level directory....
Hey @afshinity , any updates on this?
@JoeScheinberg Yes, you need to be loading things, and it happens consistently after 10 or so seconds of use. It looks like a GUI layout /...
Great, thanks Ryan. Great turnaround.
Thanks for the update, @Ryanc_unity . When I get time I'll look into this workaround.
(Case 1064077) Addressables: ContentPipeline.BuildAssetBundles will corrupt ScriptableObjects built via a Class Library
Bump as added 100% repro instructions + full example source + specific issue.