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2018.4.17f1 appears to have the issue fixed as well, though I don't know what version from 2018.3.12f1 to 2018.4.17f1 specifically fixed the...
Question about the procedural culling indicator(show below from screenshot in docs) In the docs...
Definitely seems to be a bug with cull + pause particles. If I add a menu command to call pause manually on all the particle systems in the scene,...
Yea, is there any other alternative @richardkettlewell ? It would probably take several days to get a test scene to you. Would a profile enabled...
I'm working on a voxel game where I am trying to spend some time optimizing the code to get better frame rates in worlds that are heavily built...
That seems likely, but I would like to know if it is intentional on the part of Unity that this sort of significant behavior change occurs as a...
I am hoping to hear from Unity devs whether this was an intentional breaking change to the underlying libraries in Unity or a bug that should be...
Does this by chance use the multi-threaded bullet library?
Is there any progress on this reworked CharacterController? 5 months later and it still seems like Unity recommends against using one of the most...
I'm thinking about trying MiniScript for a modding environment, but I'd like to get some clarity on a few details. Can you first confirm or...
Anyone extended the KCM to add support for KCM vs KCM push effects? Similar to how there is RigidBody interaction types for pushing rigid bodies,...
This option is only useful on bone chains that aren't animated, right? I mean, if there's animation on a bone, the animation update is going to...
Separate question. Any reason why FixTransforms needs to run in separate update phases? Why can it not just do that at the top of the...
Sorry if this has been asked already, but I have a question regarding script execution order. I notice that the IK scripts are hard coded to set...
Sure you don't just want the time and duration of your playable? Those are available in PlayableExtensions...
Think I've found a suitable workaround by making SetMeshFilters public
Looking for recommendations for avoiding a big performance issue with TMP. Why does the OnEnable of TextMeshPro call SetVerticesDirty ? This...
Are there any updates to this issue? ETA on fix?