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Anyone heard any updates? This asset is promising, but isn't suitable for my project performance wise; I was really hoping to be able to try the...
I've implemented a pooling system in my game for reasons of performance, but I've noticed that it comes with an additional cost in terms of code...
Well, here's the solution that I ended up using: Build (or generate) a 3D model with a set of small triangles evenly spaced out across a cubic...
I'd be surprised if that was the case; my substantial performance gain came from removing a relatively flat child hierarchy from the base object...
In my case I was getting around .8ms of Physics.UpdateBodies in a typical scenario when I started, which is a fairly big cost when I'm aiming for...
I'm beginning to think the colliders AREN'T the main performance concern here; actual physics solver presence on the profiler is almost nil, at...
Sounds like it's updating the underlying transform hierarchy that's eating up all those cycles in the profiler. Maybe I didn't lose any physics...
Alright, found some time to dig into it a bit. I had one case of using transform.position (on the camera following my vehicles) but changing that...
...are we all building the same damn game? :P To answer Nition's earlier question a bit, I don't recall ever really finding a resolution on my...
It'd be quite the shame if that was the case. This is a solid asset, and it'd be a HUGE shame to have those Version 2 features and optimizations...
I'm mainly concerned about whether my physics updates will be seeing artifacts from being updated out of sync with the network rate. Pretty much...
Some questions: for the server authoritative networking, your example code shows the network monobehaviour polling inputs under the hood. I have...
Been playing around with the asset. Was able to quickly get a custom trail class up and running so that I could implement some initial velocity...
After some more digging, I've found that if I remove the XmlArray and XmlArrayItem attributes from the List<> in my serialized class, the issue...
I've dug further, and I've been able to track the problem down to an XmlSerializer.Deserialize call. If I remove that, then the second play will...
There is a problem in my project where, if certain scripts and objects are run, then I can play the scene once and return to the editor. However,...
Well, I think I've found the change that caught me. I didn't realize that I had a different set of post processing effects on my non-VR camera and...
I downloaded the 6.0.1 Oculus runtime update which added "queue ahead" support which is supposed to allow greater CPU and GPU parallelism. I...
I had my game reliably running at 75Hz on the Oculus 0.6.0 Unity package, but now that I've switched to Unity 5.1.1p1 my performance has tanked....
I was able to work around this by using two render textures and swapping between them; a bit circuitous, but it seems to get the job done. Some...