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Sorry, I meant that I suspect the CinemachineDeoccluder is active and dollying forward when the player respawns and teleports and causes the bug....
I can not. I can't even reproduce it reliably. Tends to happen every 10 minutes or so when a player respawns.
Here's the line 220 where the warning is being raised: [ATTACH]
I'm having an issue with this build. Cinemachine brain on a split screen camera will throw the exceptions shown in the screen shots and will not...
Do these work in HDRP?
No. Experience has proven that's a total waste of time.
Using [] as a preserve tag seems to cause overflow exceptions. You should be able to reproduce it via this screenshot which includes a call stack....
I was able to use mixed by saving a new copy of the scene. Switching to binary scene did not have much of an effect as shown here. [ATTACH]
I've done a ton of optimization and now the majority of my enter/exit times are used in the backup/load scene code, as shown in the attached...
I'm getting NUnit missing compile errors. Maybe put some #ifdefs around the using NUnit.Framework; and the asserts?
Any chance we could get multiple terrains support added to the shore mask generator? I've got 16 terrains stitched together in my project, mainly...
Thanks Malber! ⭐⭐⭐⭐⭐
We've encountered another bug with the latest controller and tiger dragon asset. The dragon get's stuck in a jump state where it repeatedly jumps...
I'd like to report a bug & a fix for it. In Fly.TryExitState there's this line: float LandDistance = animal.Height *...
I just tracked this down in my project by toggling UI gameobjects on and off and saving. That really helped narrow it down to this content size...
Thanks for the reply. I understand it's a big request. An incomplete implementation would be better than nothing. Perhaps there could be...
Thanks for creating such a great asset. I'm using it in my free to play Never Split the Party game. Here's a little feature request. Is there...
I'm heading out on a road trip, so if I could get an answer by next Monday the 20th on a possible fix or if I will need to stop using...
I think I've figured out how to do a repro. Create a network object with SmoothSync and use NetworkServer.SpawnWithClientAuthority so that it has...
I don't have a repro for the problem. That would make this so much easier. But I'm pretty sure the NetworkState.Deserialize returning at State.cs...