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Thank you for mentioning. The problem is URP doesn't expose Remap function in it's Common.hlsl so in older versions of unity (below 2023) you use...
Glad to see you here! Thank you for info. It seems that EntitySceneOptimizations world filter works and same system see no entities without chunk...
There is an old problem with adding ChunkComponent during baking. I've fixed it somehow using ComponentType.ChunkComponent but it seems in...
Same for me
I've decided to use Input System for very simple mobile project. The primary feature I've wanted to have is to be able have "Actions" in game...
Wow! That is my favorite now. I've spent today more than hour thinking I'm stupid, because I can't configure input actions in a way that performed...
Cute character! if you talking about this rectangular border around character then you can check your animation texture. Sometimes some 2D editors...
Hello! * can you please provide screenshot of your problem? * flickering may appear while using incompatible graphics API. Please check...
If you want to react on animation ends you can * rewrite animation system in a way that it will throw an event in some way (like component or...
If you use NSprites-Foundation and RegularSpriteShader from it then: * To flip sprite you need to change values of Flip component, which has...
Can it be written with string type of custom function?
It would be nice if we could create custom function with possibility to change some code part via serialized string inside shader graph. For...
That is what it looks like when AO set to 0 and when Texture format set to ignore alpha channel. [ATTACH][ATTACH]
It is a good point about timings. One rule can turn authority to server side, I didn't think in that way. But just theoretically if I sure client...
Thank you a lot for your answer! There is tons of information for me. But I still doubt I understand all things right. I will right how I...
As title says I work on turn based card game with multiplayer pvp mode. I want to understand how I should implement card architecture so it fit...
That is because RegisterRenderersSystem uses RenderArchetypeStorage.RegisterRender() overload with default bounds which is new...
My guess is: you use foundation and entering game level means for you that baked entities with SpriteRenderDataToRegister component is again exist...
Writing this in the end of 2023. @Stephan_B is a great developer and I have no judging. But I want to say as I do in a few threads that it is...
I've never do such stuff before and I'm really interesting in this as a way to optimize concurrent calculations. Sorry if I bother you, but can...