A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
@JC-Cimetiere so Ted was talking only about the physics system multithreading? I still get quite poor performance on Tiny Racing and thought it is...
@Ted_Wikman is there an ETA when multithreading will be supported on each of the target platforms?
No problem, I think it was the right choice at this point. :-)
Updated to 0.29, the unit test example no longer works as it needs play mode.
Is it possible to use dynamic text for 2D 0.29 project?
Does this mean that 2D and 3D are now both in 0.29?
If so can I use previous features now in 2D? (such as dynamic text)
If a game like Tiny Racing would run on 30 FPS on a low-end mobile device in a browser, I think we would shift our focus to Tiny for future releases.
Galaxy XCover4 + Galaxy Tab 4
I made a release android buil from Tiny Racing project, but the performance is still quite poor (maybe around 3 FPS)
Is the web build going to have a better performance in the future? For now, TinyRacing is running on about 2 FPS on older device (which is able to...
Is there an estimate when the 2D Tiny will be updated as well (or ideally merged with 3D counterpart)?
The "js~" folder also needs to be in the root of the asm.def file:
Please check here:...
It took me 11 minutes to build TinyFactory for the first time.
You can try dot net build first to check if everything is working correctly.
I am honestly quite excited that 2D Entities = Tiny.
Because the way I understand it, it gives a hint that Tiny will be a valuable part of the...
the first web build usually takes quite some time. It seems that there is an error message from your previous build. Can you inspect it for...
There is a browser memory limit as well, Chrome 32bit apparently has 1500MB per tab.
2000MB might be just too much
I tried all three ways (native array, dynamic buffer, no consistent array). Native Array makes basically everything depend on a single system, a...
Now I am a bit confused again :). This is what they do in the Tiny game example and they do not actually store the cell "array" (or buffer)...
Checkout this tutorial:
It goes through some ECS basics including Translation component
You can for example:
- make an entity query via GetEntityQuery
- or get it from singleton via GetSingletonEntity
- or directly link it from...
This makes sense. I will try it, thanks.
Are there any disadvantages to this approach (except a bit more boilerplate code)?