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Ah, there's a discussion thread already. From another thread:
Yes, I remember reading that a few months ago and I guess it can work as long as the floats are never assigned by regular floats from non-burst...
By the way, for now the system seems to actually run in the frame rate dependent update loop, so it is by design anything but deterministic. I am...
Hello all, I've been looking into the new Unity Physics documentation and one thing stood out to me: Unity Physics is a deterministic rigid body...
Got answer by their support: Cheers.
Rider evaluates the pointers correctly, this is a Visual Studio issue. Can someone try to reproduce it on an older (VS 2015) version please?
Rebuilding and deleting temporary files does not help. The following MonoBehavior can be used to reproduce the issue: using System; using...
While working with unmanaged code in Unity and Visual Studio I noticed that VS gets confused about certain operations when debugging. For...
@Lacuna-Corp I think IBeforeCameraRender is the closest you can use at the moment.
Hey, I am currently trying to implement my own 2D pipeline with simplified quasi 2D deferred lighting using the SRP. For that I built a basic...
Correct. Should've added the shader code right away, sorry: Shader "Unlit/LiquidVolume" { Properties { _FillHeight("Fill Height",...
I tried doing that already, yet the back faces still get drawn behind the front part. They don't get discarded when occluded by alpha < 1.
Yes, this exactly the way I am doing it. It does not sort transparency out, though. I suppose one way to do it is drawing it completely opaque...
I'm trying to create an arbitrarily shaped liquid volume (bottle). For that I am masking my volume above a certain height and rendering back...
Hello Forum! I'm on a journey to efficiently create an Audio Source out of multiple other sources. The source should copy what other sources are...
Hey! I need to change the system to work with a rigidbody-character. Now I know this means changing quite a lot, and I'm not sure if I shouldn't...
Hello Unity Forum! I'm planning on buying the non-commercial student version of Unity pro. I still have one question, though. Should I later on...