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I have a question that I'm sure that's been asked several times now. Recently I've switched to AMD for my current system, and I'm no longer...
Script templates are something that I've recently learned about. And after doing some research I came to a frustrating conclusion, there is no...
Oh my mistake, I had made the lighting probe too big and it made the light probe look as though there was no parallax correction. There is no...
So recently I heard about how Source has a mod that corrects the reflections for cube maps in Source. Which got me wondering, does Unity have...
What you can do is have separate game objects for the tiles and mesh. So you bake the meshes into 1 game object and use the individual tiles...
I noticed that the project says you guys use the new DOTS based physics package. From what I can tell the game's framerate isn't tied to the speed...
I agree, I'm on Manjaro and the editor runs great, although start times seem to be slower. Though that's most likely some other issue as I'm...
So any updates on this bug? It's been 3 months and I'm still experiencing the issue. I want to start a project with this but I can't if it's going...
Running 2019.3.0b8 btw
Doing a raycast in an IJobChunk I get the error: InvalidOperationException: The native container has been declared as [WriteOnly] in the job, but...
So I was wondering, will the HDRP be providing multi GPU support? And if not, is there a way we could implement it ourselves, if not directly to...
Oh no, I understand why it's there. And why it's named as such. It doesn't mean I like it though.
I mean classic C# naming conventions. We're not going (at least we shouldn't) abandon C# standards for DOTS. I see no reason as to why we should,...
Right, I understand that, but when it's placed next to normal C# code it looks wrong. It makes the readability of normal code confusing.
I hate the naming conventions used for the math library. Not only does it make it confusing, but it also makes converting existing code a...
I was having issues getting the joints workin within my own project. Despite it working in it's own project in the exact same Unity version. I...
Can I use joints to constrain rotation? When I'm talking about constraints I mean the constraints you'd see on a normal OOP Rigidbody. I need it...
So far the only thing I've needed is, the option of apply constraints (forgive me if this already exists, documentation is hard to find), and...
So I know there's a Github chock-full of examples that show off the new physics joints. But I haven't been able to find anything of constraints...
I'm trying to create a job which takes 7 types for its entity. I know there was a way to do this in older versions of ECS but I'm trying to do it...