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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
There is a new 'Generate Colliders' option in the model importer settings. I expect that to do the trick.
It is :-)
You can disable the RenderMeshSystemV2 in
the Entity Debugger which should make your meshes disappear.
For anyone interested: Workaround using the new API's:
static HashSet<AssetPath> GetDependencies(string assetPath, BuildTarget buildTarget,...
I have this somewhat annoying workaround in our MaterialEditor for some time now which simply caches the custom editor string -> type. Would be a...
on a CI Runner we get the following error from time to time. When this occured once it happens every few hours and restarting the runner is...
There isn't a GUID for a type. Maybe support FormerlySerializedAs on class?
Try deleting the Library folder before starting 2019.3 the first time.
You can specify the vertex format using SetVertexBufferParams and pass in the data using properly formatted NativeArray. All but Float16 are...
No, they are never copied. All jobs operate on the same memory. Jobs with ReadOnly access to the same container may run at the same time while a...
AssetDatabase v2 (experimental) - on by default?
Additionally you can't really disable it:
2019.3 contains some great low level index/vertex buffer access functions:
(Case 1179898) - Unity 2019.3.0b1:
EditorUtility.CollectDependencies now always returns null independent of input.
Put the parameters into a struct?
Why is the used Asset Pipeline version stored in the EditorUserSettings.asset inside of the Library folder instead of the EditorSettings.asset?...
You can probably change the SCD Filter on EntityQuery.
What I did alot is :
* collecting all data to create new instances
* sort that array eg...
Comparison between create with archetype and instantiate:
var archetype = EntityManager.CreateArchetype(typeof(SharedComponent1),...
You can not use inheritance as IComponentData has to be a struct.