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The most useless answer has nothing to do with the question. What does #define have to do with it? A person asks a question about the possibility...
[SPOILER] [SPOILER] content.json file containing information about addon and assets in bundles chain.json information about dependencies for...
Are there plans to adapt FPSSample to new versions of the engine? Only with basic content without 10-40 GB of assets in the project
In my logic of building bundles, each addon is a set of several bundles that is decomposed in a separate folder, i.e. 1 addon is one folder, in...
ENet in my opinion is the best solution for FPS on Unity It has the simplest functionality for receiving and transmitting data
I use Character Controller, there are no problems with it... It is quite deterministic (within 0.001)
In fact, matchmaking in L4D works like this: When the user clicks create server, a random empty server is selected from the pool of dedicated...
it is easier to reduce the scale for all first-person models
Why move something when components such as: NetworkManager SceneSwitcher They must be indestructible using DontDestroyOnLoad and always exist...
Why disconnect clients when changing the scene when you can create an event message that will force them to load the scene and if there was a...
AssetBundle.LoadFromMemoryAsync it is limited only by the available RAM, but I saw somewhere that people complained about bundles larger than 4 GB...
I found a problem, it's the lack of material on the decal I load scenes and materials with textures from separate bundles and if the dependent...
A mistake out of nowhere! HDRP code has not been modified Appears after loading the scene [IMG]
These are only those solutions that are made specifically for unity, there are many other network solutions that are presented many times better....
disabling Screen Space Reflection -> Transparent helped Thanks
The error came from nothing, the HDRP source code was not changed and the assets were not touched... Render Graph Execution error...
What does the community of mod creators have to do with this? We are talking about the possibility of exporting the necessary functions from the...
up
I have such a question, is it possible to implement the creation of an export function in GameAssembly.dll from C# code during code generation?...
I don't remember how this is done in Mirror (using [SyncVar] like) I hope someone will help you