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Thanks for that hint. Indeed removing all comments and additionally all blank lines fixes the generated code, so the breakpoints can be...
Okay, I think I missunderstood something here. But just to be sure, I ask about it: When the NetworkTime.SimulationStepBatchSize is greater than...
While already in Entities 1.0 there were issues with the code generation of ECS and debugging, I now experience extreme debugging issues in...
I found a behaviour regarding the ServerTickIndex handling which seems like a bug to me in Netcode for Entities which I want to report here. It...
There may not be much sources about general optimization for Unity out there, but normally you should not be too concerned about that. Mostly...
You can wrap code in a spoiler: [SPOILER]
Added an improved version of the script in my initial post, which fixes both issues. Additionally the introduced CPU load is reduced now using a...
The solutions here did not worked for me in Unity 2022.3 and seemed outdated. I implemented this logic to calculate the world coordinates of the...
I repeatedly felt that there was a missing feature in the Unity Editor: The simple display of the world coordinates of the current mouse position...
Really great. Thank you for providing this style fix! I’ve noticed a minor issue: When I first enter safe mode with Unity (in my case, version...
I have some numbers to share regarding this. I recently switched from a PC system that was 10 years old to a modern system. My old development...
Unity.Mathematics uses radians for their API, so you have to convert your degress to radians like this: quad = quaternion.RotateY(math.radians(180));
So the payer should stay saturated and all other sprites in the scene should be rendered grayscale. I understood. I implemented these two scripts...
When enabling the grayscale effect you can execute code like this on the Texture2D which is being rederered: var pixels = texture.GetPixels();...
Sure this is possible, but I personally don't know an very easy approach to this. Using a custom shader would be one possibility, but you did not...
This seems to be a bug in Unity 2022.3. To solve this issue an update to the miscalculated local bounds of the Light2D component is necessary....
Looks okay. Check whether your DefaultTilemap has exactly 16 PPU and is correctly sliced meaning especially each filled tile has the appropriate...
Put your tile textures in a SpriteAtlas.
In URP you can use the Post-Processing effect called "Color Adjustements". When setting the Saturation to -100 you get a grayscale rendered image.
I also had the same issue in my project. Like in your case I have to write sprite-based data back to ECS. While I personally totally dislike...