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I don't know if this is already reported.
My Inspector is really slow and laggy when I want to setup my animations in the import settings of my...
What about using a NativeMultiHashMap?
You have to manage it manually. Thereby each car is a key and has multiple Linepoints or each line end is...
Thanks, I thought so.
we are using the latest version of HDRP (7.1.2) with Unity 2019.3.0b10
And we've encountered some weird behaviour with our lighting /...
Maybe you should take a look at the Boids example:
Here is how I managed the spherical rotation. It works pretty well.
A note by the way: It also scales proportional with the distance to the camera...
Thank you for your answer! I've already found a solution some time ago.
Yep, it is.
I'm not sure about it. Anyway you could use:
public struct MyStruct : IComponentData
Many thanks! I'll try it out and write my feedback to it later on :)
And this is how it looks like with an extreme delay of 1 second:
I start to move, then I release the button. Now it snaps back to the starting...
Ok, I made a video of the problem.
I also changed the send receive delay to 250ms
Now it looks like that the problem is the Rollback...
Just Download the master
Then go to samples and there you find the folder netcode....
I testing around with the new dots multiplayer tech stack from github. So I took the Astroids sample from github and try to implement...
I wan't to create a spherical Billboard Shader in Shadergraph.
I tryied severel things and nothing worked :(
Can someone help me please?
Sry for the late answer. Yes this works well.
But it's a little bit unhandy (Boilerplate code)
Yep I agree with that.
Well they should add a method like:
in the EntityCommandBufferSystem.AddJobHandleForProducer(JobHandle producerJob);
No that is not the point.
You have a system that has an internal list of referenced entities. To manage this list, you need to...
No, that doesn't work either.
private BuildPhysicsWorld _BuildPhysicsWorld;
private StepPhysicsWorld _StepPhysicsWorld;
SystemStateComponentData won't get destroyed when destroying entities. (explicit removement is required) So it can be used to lets say manage...