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physx5 when?
Stupid Unity, free demo charge me for $400 per month. I'm going to join unreal
wow, it's not even on the roadmap
sign, the new analystic force me to update my engine(even I really don't want to), then I installed the new engine from hub. after waiting for...
I know how to use this tool. it's just should not be designed in this way.. It's basically anti-humanity.
same issue here, I don't know how they test this feature, basically useless
defining event schma is really really annoying and wasting time, easy to make mistake, any way to work around this?
thanks for reply, but my case is a random dungeon, so it's not possible to bake culling info for it.
last try
any one?
[MEDIA] I've already disabled Dynamic Batching and Instancing, but the renderer still tries to draw far object first. This causes heavy...
no one?
I've already disabled Dynamic Batching and Instancing, but it still try to draw far object first. This causes heavy overdraw for opaque obj, how...
I am making a VR game, and the Canvas.BuildBatch spike is not acceptable(even each text with a canvas).. Force me to use quad instead....
ugui sucks, I can easily write a ui system better than unity I decide to use quad&textmesh instead of ugui
I think this may be the reason: Two Rigidbody collide each both have the ProjectionMode setup, so phyx don't know how to solve it.
[ATTACH] As you can see, bodypart will punch away sometimes
It's only just one script in the scene. I ignore this problem for now by moving logic to LateUpdate.
Here is a gif record when problem happened. It seemed like being culled. My unity version is 2018.3.0f2
I post my code here: Update is not being called and LateUpdate works well. It's attaching on an UGUI element. public class UIFollowWorldPos :...