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Thank you for that info. I appreciate it
Is there maybe a better spot I should be posting this question?
MeshSkinning.Render is the current bottleneck for my game's perf (see attached image).
What exactly is going on in...
Thank you @Antistone for that detailed explanation. I appreciate it. I will need to investigate those handlers more.
@Ryiah This is exactly my point though.
I have created multiple test cases around this. You would expect, when running at 60 FPS for the...
@Antistone Have you experienced similar issues? Can you elaborate more on the OnPointerDown findings? Thank you
I don't understand how this is an answer to my question. I am trying to figure out why there is so much lag. My tests show considerable lag with...
Apologies, I didn't even think about that, because this test case is so basic. But, just in case, here is the code:
private void LateUpdate()
Thank you for that information.
I had read about the shader issue, but my builds are working great. I presume that was fixed.
I am not sure if...
I am trying to track down why my code is lagging so far behind the hardware cursor.
I have vsync off, I am hitting 60 fps, I am updating...
I just switched my Terrain to use DrawInstanced. So far, I can't find any artifacts. I have searched and searched for issues to look for....
I have one code path that works, but another that fails. I am trying to figure out why.
1) Project has a RenderTexture asset
I see. Thank you for that explanation. It's much clearer now.
Thank you, @Jason-W for providing the actual answer =D
I see. Thank you.
Another thing I noticed when switching to continuous was that the "temporary penetration" seemed to go away. That is, before...
I recreated the V as a 7-point 2D poly collider.
How do you think that (typically) compares to 2 overlapped box colliders?
Indeed, these changes appear to have solved my issue, and they *feel* better as well.
Thank you !
Thank you for that tip
Thank you for that info. I am simplifying the collider shape count and will try again. Tbh, it was pretty lazy for me to just accept the...
I am trying to figure out how this is happening
The 'V' is a 2D collider and rigidBody. The other shape is only a 2D collider....