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Same issue. Could this have something to do with asset bundles?
Can we get some insight into how this works? Here is my exact code: TextGenerationSettings settings = textComponent.GetGenerationSettings(new...
This does seem like a good solution for getting sprites from the atlas
@zombiegorilla I was profiling my iPad 2, and it was running from xcode. I wasn't profiling the editor. I did not use an empty project last...
I'm talking about looking at Memory in the Profiler (the section below Rendering and above Audio) and seeing the number of textures increase by 10...
Thank you for responding @zombiegorilla . I'm always trying to improve my skills! I just did a build to my ipad with this and saw a substantial...
I think I may be missing something as well. Hopefully @zombiegorilla can help us. I have had the same experience as @MaxEden. If I have a...
I am having trouble triggering a rebuild on an asset which is not instantiated yet. I would like to know the size of it so I can make virtual...
My goal was to split our project into two. One project would contain game code. The other project would contain assets for download (in the...
I have the same problem and have found that rendering in the Update loop manually does solve the problem. However, I'm a little confused by...
I tried creating AssetBundles in Project 1, but only found 1 file loadable in project 2. I am using the simple tutorial here:...
I'm working on a project that involves a massive content pipeline with tens of thousands of assets which need to be downloaded and released on...
It is used in the recent AssetBundleManager script post 5.0. Was trying to find out more information.