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I fixed it by skip first frame update
public virtual void LateUpdate()
if (!updateLookAnimator || Time.frameCount - frameing <= 1)...
Do you mean this option? I already setup, but it seems not work
thanks for replay.
But I don't know Which option do you mean to set mesh.
When used Flook in the UI, this strange situation will appear in the first frame.
I'm working on performance optimization. I find that using optimize game objects can improve the objective performance. But in this case, flook2...
Thanks for your replay, it's helpful
I trigger npc's FLookAnimator by collider, but I found even though there nothing triggered but LateUpdate always process animation.
GC when call AnimationCurve.keys.
when I prefile project and find that AnimationCurve.keys alloc 34mb gc in short game runtime
And I use...
It can be fixed at ios(unity 2018.4.23), Android is working.
I compar the ios export code from 2020.1.17f1c1 to 2018.4.23
I found that 2020 get...
I't worked at android but not work at ios, my unity version is 2018.4.23
you can use GPU Frame Capture without turning on Metal Validation
I solved this by render gpui use independent camera after all scene object rendered.
@LouskRad Thanks for your replay, I's very helpful to me....
if I load scene form assetbundle, and have a particle system in the scene, there has some strange block on screen.
I'm not create it.
1.create a new unity project
2.disable depth and stencil
3.export to xcode project and run.
4.capture a gpu frame and see the...
I already disable Depth and Stencil at resolution and presentation, but it seemed not work.
I found CharacterController has Rigdboy and Kinematic
I'm not use Rigdboy but physics profiler shows Rigidbody and Active Kinematic
I'm profile in mobile
Unity Version is 2018.4.23,
I browse the code of boehmgc
I found that it has blacklist.c and it‘s said :
* We maintain several hash tables of hblks that have had false...
Thank you for replay.
That is one question puzzled me. Why Boehm GC not recycle the memory that has no referece?
1.Alloc a large memory on heap save to _largeHeapObjects list
2.Alloc temp heap every frame for morment
3.Stop frame alloc and clear the...