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Hi, I am developing a game and need to fetch some icons from ipfs, but I keep getting the error: "Protocol "ipfs" not supported or disabled in...
I have an app where the user takes a photo (done with Screencapture.CaptureScreenshot) and can either save it to camera roll or send it to his...
Hi, I have an app and in this app, I have a camera button that I would like to take a picture/video depending on whether the user tapped/held the...
I keep getting this error and I don't know what's causing it. It keeps saying that I have deprecated Gradle features, and that...
Hi, I've encountered a problem with a shader that was made using Amplify Shader Editor that I was sent to by a colleague of mine. Everything...
I have a custom shader that is not rendering in iOS, but it works in the editor/game view and on Android as intended. I will post its code in...
I have this code where I spawn a GameObject on top of a TrackedImage, the object has an animation attached (for example, Hammerhead shark should...
I have a TestFlight app set up on AppStoreConnect with this bundle id https://prnt.sc/urdp0m And this is my set up in Unity...
Hi, I freshly installed Unity 2019.2.14f1 on my laptop and I have added Android SDK and NDK tools as well as OpenJDK. I am having issues...
Thank you, I will try it and will be back if the issue persists.
I am using Unity 2019.2.14f1 and when I build the APK and try to start the App it crashes. I built the app after switching platforms from iOS to...
What I want to do in my AR App is have the option for the user to take a picture with his front-facing camera having a filter over it. I managed...
Could it be that because the AssetBundle for IOS is almost 230MBs while the AssetBundle for Android is 40MBs? Maybe the .SendWebRequest takes too...
I've saved .manifest from the server and I opened the .manifest that I have in StreamingAssets. They are both identical. This one is the manifest...
Thank you for that solution, I will try it, but just for clearance, when I use UnityWebRequestAssetBundle.GetAssetBundle I put the direct link to...
Hi, I made a Couroutine that after 10 seconds Debugs whether the bundle is null. It does say that the bundle is null. I know the file isn't...
Well this is where I am checking if it is null? AssetBundle bundle = DownloadHandlerAssetBundle.GetContent(www); myLoadedAssetBundle...
This is when I try to load using UnityWebRequestAssetBundle and I don't get nothing, no errors when checking Network/HttpError and it does not...
Hi yes, it loads in Editor on Mac and it loads on my iPad when I test it, I've used this code to build my AssetBundle...
Hi, I've tried putting the same bundle in StreamingAssets and it does load when using AssetBundle.LoadFromFile, It doesn't return any errors...