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off course i can write all sorts of things to fix what's missing in the editor, makes project heavier with more plumbing
in the inspector, without showing debug text
during runtime: selected camera
I see 400 floortoint taking up 0.07ms on a 8400, seems like a lot.
Is there a fast mathf replacement lib somewhere on the webz?
What about the overhead of turning on and off the collider? How do these things show up on the profiler?
How to prevent that?
interesting method, I just freed up a layer so I might try that.
do you know what the overhead would look like in the profiler?
I tested both iteration and fixeddeltatime lerping at runtime.
All objects except a few are kinematic driven by navmeshagent. By the time...
on a build?
huge spike of 20ms
did you find out a way around this?
wondered if physx still rebuilds the entire world graph when that's done
and if so, what's the best way to disable a trigger?
It looks similar to NVN debugger. I'll check it out when I'm done with this.
I tried t:ComponentName and this doesn't work in project view
currently feedback is very weak overall, it shows up particularly badly in the physics matrix because it's hard to read.
what's needed here is row...
the full picture, some crazy high numebrs if that's particle systems
and that doesn't match this
so what in the world of heck...
Support would have fixed shader and LOD desync, after a year both are still broken.
So I think he meant that he "supports" people's decision to...
the profiler gives details that explain why looking at stuff increases physics
it should be colored and categorized as render but it's categorized...
Skins are computed on the gpu and most of the creatures use mesh snapshot which I believe are cached on VRAM plus the unified memory of the tegra...