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Have you found a solution for this ?
Thanks a lot !
using this link https://id.unity.com/en/serials to disable all activations then simply entering the serial number in unity hub...
I remember there is a forum post that regularly posts the stats of unity versions that are being used, allowing asset store publishers to...
You saved the day ;)
Thanks the help
Thanks a lot for the thorough explanation.
Just for clarity
1- If the entire ground is a single mesh, all the mesh will be rendered by fragment...
I have 2 questions:
1- can you recommend a good source to understand unity graphics ( so I can answer this question my self ) ?
2- I have a...
Ah I see, I thought it should be marked as static
Thanks again for the help
@yant Thanks a lot for helping,
Just to clarify, I'm not using static colliders ( just moving trigger colliders without rigidbodies on them ).
Hi @yant , What do you think about this performance behavior ?
Thanks for the help, I thought you worked the 3D physics.
I have 3000 moving trigger sphere colliders, I have rigidbodies on them set to kinematic.
Unity official docs recommends moving them with...
@larex39 Thanks, but I think I have the opposite issue
removing the kinematic rigidbodies really enhances performance
Right now i'm just...
I'm moving thousands of trigger colliders every frame ( using their transform )
I've had a kinematic rigidbody attached to every trigger, but...
I think just setting it dirty is enough ( worked for me )
Any fix ?
I know this is old, but did you manage to find a solution ?
You can just disable the animator component