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In ecs 0.5.0 removed SetFilterChanged()
We have code like:
public class ReactSys: ComponentSystem
protected override void OnCreate()
And without change any logic you may change static to kinematic colliders and all work fine.
You may see "public class GameController : MonoBehaviour"
We manually run systems by ticks. "void Execute()"
May this had effect?
Yes. We add kinematic =) And this problem gone
But we found other bug with kinematic too ) but it is even rarer. If ExportPhysicsWorld system is...
Collision filter for Enemy\Walls (read from this Gameobject and use in job for ray)
Collision filter for Bonuses (read from this...
Walls + static body
I use two different jobs for raycast. And One UI raycast. All 3 variants have same result....
I send bug. Case 1197430
And support send me link to this bug...
We found a very strange bug with missing \ incorrect colliders.
We run game on a group of test users and with replay system we caught several...
Yes it is useful. But we disable burst ) And have "normal" il2cpp crash. il2cpp generate project_path\Temp\StagingArea\Il2Cpp\il2cppOutput and we...
I found all the methods but I don’t understand crash reason
7 libil2cpp.so 0x000000762ae762a8...
Can you help with advice on what to do. We disabled Burst and switch from mono to il2cpp.
And if there was a crash before
We are preparing a beta test application. And we have a problem with Burst causing crashes.
We update to 1.2.0 preview.5 and still have crashes...
I create bug report and attach project to it. ticket: 1178294_nst606apkrth1dn6
I build local build with Burst enable and safety check on. and script debug - crash...
First we build from cloud build.
Second settings in project
I try create local builds and test with dissabled burts and script logs enable.
We update burst, ecs, physics
Unity version 2018.2.1
And have random but frequent crash
prev packages - no crash
thx. fox works. strange search not found this thread...
on entities 0.1.0 and properties 0.5.0 all works fine
Update entities to 0.1.1