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2023.2.17f1 I have a scene only with 1 rigidbody cube, and nothing else. Yet each Physics.Simulate event is taking 0.27ms while WaitForJobGroupID...
I've found the networking capability of PhysX to be questionable. In my custom network test, the client is rolling back a single rigidbody. The...
Edit: I think I found out how it works. AnimatorController animatorController =...
Let's imagine I have two computers. Computer A and Computer B. On Computer A, I'm running a regular animation using a blend tree. At a specific...
Been googling around, couldn't find anything. Here we go. I recently imported a 3D map. GM Construct from Garry's Mod. There's a mini grassy...
Can someone explain to me why this happens in unity: (0.03f * Mathf.Pow(10, 2)) // Why does this give me 3? (int)(0.03f * Mathf.Pow(10, 2)) //...
Hi, so I found a few great high quality 3D gun arm animations on sketchfab for free. The only problem is that it looks like this when imported...
I'm writing my own netcode framework and had a few quick questions that I couldn't find on the internet. 1.) How do we roll back predicted audio?...
I'm building one :) I think I found my answer after a few hours of digging last night. It seems that PostProcessSceneAttribute is where this...
Quick question. The client and the server will need a way to differentiate existing scene objects between each other, for example doors on a...
So I'm using the event AssemblyReloadEvents.beforeAssemblyReload += AssemblyReload; inside of OnValidate(). The goal of this, is to make sure...
Suppose I have 100 different GameObjects in my scene. They all share the same script. If I compile a build and share it with 10 friends, will...
I am writing a custom framework. Regarding the link you sent, it seems a bit annoying to have to register every prefab that you want to spawn. I...
Hello. I've been brainstorming a few ways to remotely instantiate objects on client machines. Ideally you would want a way to map them to IDs so...
Sorry bit of a misunderstanding. I meant that it jitters when there's no interpolation; a natural consequence of running things at a fixed rate ;)...
Hello. I have an authoritative server with a standard client that is predicting his own movements and rolling back as needed. All is working well...
Hello. I am looking to design my own netcode for unity. I understand that I should have a single project for the server and client, rather than...