Robin North
Robin North
Add SuperUnityBuild to Utilities
I've updated the bundled version of Mirror to 7.2.1, implemented the required changes to make the transport work with it and tested against the included Pong scene. Could do with...
This PR renames `LiteNetLib4MirrorUtils.ApplicationName` to `LiteNetLib4MirrorUtils.SharedKey` and makes use of it everywhere discovery and connection requests are validated. Users can override the default value of the key (`"Application.productName + Application.companyName"`)...
See https://docs.unity3d.com/ScriptReference/PlayerSettings.SetScriptingBackend.html for API
Currently, whilst the build tool sets Android, iOS and macOS-specific application/package/bundle version numbers, it doesn't do so for UWP. Additionally, certain platforms (iOS, macOS, UWP) have specific version number format...
See https://docs.unity3d.com/ScriptReference/EditorUserBuildSettings-androidCreateSymbolsZip.html. Note that this is a `bool` property in Unity 2019.4 - 2020.3 and then an [AndroidCreateSymbols](https://docs.unity3d.com/2022.2/Documentation/ScriptReference/AndroidCreateSymbols.html) property in 2021.1+
The [wiki](../wiki) documentation could do with updating to document the various changes and improvements made to SuperUnityBuild in the last few years. This should include all-new screenshots using the new...
It would be useful to have a build action that enabled the configuration of iOS-specific build settings (e.g. development team and provisioning profile IDs) on a per-build basis
`PlayerSettings.Android.targetSdkVersion` and `PlayerSettings.Android.minSdkVersion` will accept int values for higher Android API levels than are defined in `UnityEditor.AndroidSdkVersions`, allowing the use of new Android SDKs (e.g. Unity 2022.2 defines values for...