Then the undeletable bundle got deleted successfuly. Sorry, something went wrong. QDShuaidou commented Jun 26, 2024 I got the problem as well.And There is a solution:Build the AssetsBundle and find the xxx.manifest file you have built in the build path that you set. You can find ...
Fixed a bug where some breakpoints wouldn't be hit after Unity recompiled game scripts. Fixed the debugger to properly notify Visual Studio when breakpoints were unbound. Fixed a registration issue that could prevent the Visual Studio debugger to debug native programs. Fixed an exception that could...
Note: The Resources folder in Assets needs to be created before it is used. It is not created when a new Project is created. using UnityEngine; using System.Collections;public class ExampleClass : MonoBehaviour { void Start() { GameObject go = GameObject.CreatePrimitive(PrimitiveType.Plane);...
If LZ4 is instead specified, bytes for separate Assets are individually compressed. If no compression is used, the data segment will remain as raw byte streams. Prior to Unity 5.3, Objects could not be compressed individually inside an AssetBundle. As a consequence, if a version of Unity ...
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The main advantage of using Simulation Mode is that Assets can be modified, updated, added, and deleted without the need to re-build and deploy the AssetBundles every time. It is worth noting that AssetBundle Variants do not work with Simulation Mode. If you need to use variants, Local ...
General: (Android) Remove android:minSdkVersion from AndroidManifest.xml under Assets/Plugins/Android/Firebase which is causing build error in Unity 2020. Database (Desktop): Enabled offline persistence. Firestore: Fixed FirebaseFirestore.LogLevel for some log levels. Firestore: Added Error.None as ...
It also works well withUI.Imagebut you have to setuseSpriteMeshtotrue. You could also try MaxRects when packing polygon sprites, it might deliver better packing results depending on your sprite data. Polygon packing is a complex process and takes some time. You can speed up things in 2 way...
Just a follow up on this as it may be helpful to some...I had an error with this on machines I was imaging and despite the install working without issue, they would not license. It appears the 2018 version when opened created an empty license file in /Library/Application Support/Unity...
and install a new player build, you can make changes to your Addressable assets in the project. (Since AssetBundles do not include code, do not make code changes in the version of your project that you use to develop your asset changes.) You can change both local and remote assets. ...