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Thanks for the links, I've started coding our own kind of Trello manager server. I still think this would be good built in behaviour for the Unity...
One of the hardest things for my team to keep track of is where features are in the build pipeline. If we could have Trello perform actions when a...
We haven't imported the localization package into our project and when we push to the appstore it's listing us as supporting: "English, Catalan,...
Games sometimes contain explicitly initiated audio. You don't seem to care about Apple guidelines, just being right. Honestly, the game engine...
I'm with tiagotrigger, no change here, proper xcode CLT installed and selected.
+1
Came back here to say Handheld.Vibrate() now exists so no one goes looking for plugins and support for different device types like we did.
Yes, they said that, I'm having the same issue. I fixed this by wrapping the whole file in #if UNITY_EDITOR #endif but this definitely seems...
This is not a great solution, perhaps one doesn't exist, but it's not reasonable for a developer to go through every piece of code in a game...
I find this solution to be hacky and completely unsatisfactory. If that's the expected behavior, then it's expected to not work, and I'm expected...
I am also having this issue and can't find a way to figure out how much storage is being used.
Had this issue today AssetReference.ReleaseAsset() is the function you need to run before running ClearDependencyCacheAsync()
Another vote for needing soft shadows
make sure you have using Photon; using Photon.Pun;
I'm getting this issue in 2018.2.15f1. It's ridiculous that people in this thread are saying this isn't a bug. I'm not using LWRP or HDRP just...