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In my project, I had 3 scenes. On quest 2 (android) when I loaded the first or the second scene, everything worked perfectly. However, when I...
I tested on 3 versions: 2022.3.17f1 (LTS), 2023.2.5f1, and Unity 2023.3.0b3. The bug only occurs on 2023.3.0b3. I created a bug report.
My bad... I tested with Unity 2022.2 LTS and it works fine. But on 2023.3.0b3 the bug is present. I will confirm the version that it appeared and...
Ok then. I will create a detailed bug report. Also, do you think it's realistic that it could be fixed in small time frames or should I look for a...
No, I did not. I thought first it would be better to hear back from you guys. Should I create a bug report?
I've encountered a significant change in the behavior of Physics.IgnoreCollision starting from Unity 2022. Previously, when I set...
So after 3 years, there's still no update on this feature? This is ridiculous.
If you set the axis value of the joint, it triggers joint limit recalculation. You can set the axis of the joint to the same value like so:...
same
@Micz84 thank you very much for your response. I had already given up and was using a hybrid approach, but when you said it rendered on a Quest 2,...
It's a cube with URP lit default shader material. @Micz84 Are you running on Oculus Quest 2?
Thanks for the fast response. It would be great to see some info on the topic in the docs.
I am building a new project with 2 cubes, one is a game object and the other is converted to an entity. Both are rendered on android and on Oculus...
I have created a brand new URP project and a simple scene with 2 cubes - one is a GameObject and the other is an entity. In the play mode and on...
Thanks for the answer kanesteven. It solved it for me :)
I have implemented the net-cube example in the docs. When I run it with the "Client & Server" option of multiplayer tools, all works fine. But...
I made a trigger volume that modifies the collision filter of the entered collider and resets the filter when the collider has left the volume....
I have a question. Can the preview state of the dots somehow affect cross-platform compatibility or raise any kind of cross-platform issues?
Very annoying problem. I am too waiting for a fix.