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Also running into this issue. Seems to happen after the 3.4.0 -> 3.4.1 automatic update each time, multiple machines now. I've tried to delete...
So something like `UnityWebRequest`? I mean wrapping these calls with an API is not a huge deal, just more work. I was warned however before...
An interesting change made today based on reading ->...
Currently in performance optimization iterations for my game and one particular issue I've been struggling with solving is GC memory allocations...
So something like: private int _mHitCount; private RaycastHit[] mHits = new RaycastHit[1]; private bool OnGroundBoxCast() { var t =...
Was an issue with area colliders not marked with a specific layer and everything interacting within the layer collision matrix. As for the...
I've seen the setting for max allowed timestep, but I'm not really sure how to tune it. I would imagine since I'm using it for ground detection,...
It's from a script, nothing related to physics. I appreciate you pointing it out though, I've only recently started in with the Heap Allocations...
Didn't even see the Layer Collision Matrix, in the Physics settings, think this is what I was looking for as I can turn off interactions with...
Is there some way to isolate or offload a particular physics processing for a particular set of game objects? I'm not talking about just putting...
The 3rd picture is the actual serialized value entry on the script component in the editor, as well, the far right number on 2nd image is the...
Once I had restarted both the Unity Editor and Rider the issue went away. No longer needed to log the values to have them be deterministic in the...
Been trying a bunch of different procedures and found one way in which it produces correct evaluations -> [IMG] always evaluates correctly......
So I have this strange issue I have exhausted all my knowledge on how to troubleshoot: I'm watching a simple integer to integer boolean evaluation...
Think I ran into this today on 2020.3.11f1. Was working on my server project that does no rendering, and when in Editor was noticing v-sync in...
Just wanted to post an update on this issue as I have yet to find something official in solving this problem. Would really like @Rene-Damm to...
Based on my reading, tests, and responses from various individuals, I am going to tentatively assume the answer to my original question is a: No,...
I appreciate the work you've done on the wrapper and for providing the resource. Your resource might well be what we need to get this working,...
I resolved some of the held movement issues as problems with the null conditionals in the controller. Almost have this working with the...
This current project has 3rd party controllers/cameras that I am converting over to the new Input system 1.0.1+. I'd like to keep its...