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How often have you entered play mode in Unity only to realize that you should have disabled the cursor lock and enabled the visibility?
They consolidated it all into a single window.
Solved - pointers are faster because of NativeContainer safety system, and can't use foreach in burst.
Hi, I was going through this code: https://github.com/Unity-Technologies/DOTSSample/blob/master/Assets/Scripts/Build/Editor/ScenePostProcessor.cs...
Actually, it works in 2021.1.0f1 as well.
Found a few bugs:
If you drag and drop a blackboard item to an input port, you get the UE4...
Works in 2020.3, but the documentation page is outdated, you don't need to add an override registry anymore.
Damn.. That doesn't sound very useful in its current state outside the scenarios you mentioned then (prototyping/one-offs), and...
Imo, UE4 seems to have a fairly clear line between what's better done in C++, and what's something you really should...
Is it the new netcode/boss-room thing?
How do you get the mono_add_internal_call function?
imo this is something that you cannot think in stasis because it's affected deeply by how the rest of the game is structured, and as a designer,...
The last I checked, it uses burst-compiled jobs but doesn't particularly require ECS, but its main API is not ECS-friendly.
Or is it fine if one uses the foreach iterator?
I've been really into using Unity Job System for multithreaded code and I had some doubts regarding array iteration.
Is it in any way...
Not gonna lie, I really need that return type covariance.