When you use a CRC check, it ensures the AssetBundle data was not corrupted or tampered with after it was built. You must provide this CRC when downloading AssetBundles through UnityWebRequestAssetBundle.GetAssetBundle so that invalid AssetBundles content cannot make it into the cache. See ...
ld: bitcode bundle could not be generated because'/xx/libuwa.a' was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build for architecture arm64clang: error: linker command failed with exit code 1 (use -v to see invo...
ld: bitcode bundle could not be generated because '/xx/libuwa.a' was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see ...
how to clone a token from the Platform account to a Connect account. when using stripe prebuilt checkout page? I am working on stripe payments, where i require having a shared customer across different connected accounts, that are connected with the platform I am using "Express Accounts" in...
ld: bitcode bundle could not be generated because '/xx/libuwa.a' was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see ...
1. Copy built AssetBundle from temp folder to StreamingAssetsfolder : This is the same function as to the AssetBundle build finished tips. 2. Clear AssetBundleMaster serialized datas : It will clear the generated settings files said before, AssetBundleMaster can not run without these files. ...
For my purposes, I created a test project that contained several prefabs all containing simple GUI elements. These elements all used the same fonts and referenced the same textures. This was to verify that, in the editor profiler and in instruments, assets were in fact being shared. ...
See inGlossarywill be assigned to the AssetBundle containing the Sprite Objects from which thesprite atlaswas generated. If the sprite Objects are assigned to multiple AssetBundles, then thesprite atlaswill not be assigned to an AssetBundle and will be duplicated. If the Sprite Objects are not as...
2. Auto asset processing: atuo create SpriteAtlas, prevent built-in shader compiled multi times… etc. 3. Runtime assets auto control: the Prefab instance and Scene assets was totally controlled, when GameObject pool was destroyed or scene was unloaded the auto resource control will decide unloa...
This is not supported anymore. Instead, please use LoadAsset to load the game object first and then look up the component on the object. public T LoadAsset(string name); Description Loads asset with name of type T from the bundle. You should specify exactly the name that was in ...