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Any progress on BuildPhysicsWorld? Its performance overhead is truly staggering.
In the NetCodeSample, it is observed that when the ball undergoes a switch, there is a noticeable change in its rotation. To observe this change...
https://github.com/needle-mirror/com.unity.netcode/blob/d3ac47052d05be459ef9273e10ea0e353c3be98a/Runtime/Snapshot/SwitchPredictionSmoothingSystem.c...
CompoundCollider.Create can only create colliders without child scale. I want to achieve this by modifying the source code. Spheres, boxes,...
I try to report, but it always 0%,:( [ATTACH] so if ghost is interpolated,it was not uses the lastest receive data?
I have defined a struct : public struct NonUniformScale : IComponentData { [GhostField(Composite=true,Quantization=1000,...
We need to use ghost interpolation for LocalTransform in normal cases. When the ghost parent changes, we need to calculate and set a new...
yes, we convert ghost in OnUpdate,but different hash make TransformDefaultVariant DefaultType is NotDefault instead of YesAsIsUserSpecifiedNewDefault
we convert ghost by GhostPrefabCreation.ConvertToGhostPrefab,but in release runtime,ghost do not send LocalTransform,because...
The DefaultTypes supported by Ghost currently seem to only include the FixedString type, but what we need to synchronize is a custom data type...
Define a structure: public struct ActorAttributes : IComponentData { [GhostField] public FixedBytes510 content; } Function...
how to setup the replication for children? have some sample?
if a ghost have a physics chirldren entity,then this system will log error message: The default physics world on the client contains a dynamic...
in server world,if you open netcode debug,then GhostSendSystem will not send any data: #if NETCODE_DEBUG FixedString32Bytes...
I want to load a DLL and add its components and systems to the world for updating. Additionally, I want to synchronize the [GhostField] annotated...
OK, when will the release version be published?
error message : [ATTACH] [ATTACH] reason : Add Component NetworkStreamRequestDisconnect in line 383,and not reget ghostSerializerCollection in...
We modified the source code of entities, so it’s not easy to upgrade directly. I will come back and give feedback after we upgrade later.
SubScene serialization of IEnableableComponent data is inconsistent between UnityEditor and Runtime. The reason is that the Type sorting of the...
public struct TestShareComponent1 : ISharedComponentData { public int value; } public struct TestShareComponent2 : ISharedComponentData {...