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Our QA is reporting a series of crashes that is blocking them to playtest the game properly. Issue is that though I cannot reproduce it on my...
Hi John Have you found the issue? We are having the same problem in 2021.2.5f1, though we are physics heavy. The crash is so random though, it is...
But that's another issue, so I've made another thread...
So I have a 3d kinematic rigidbody attached to a non-convex static meshcollider If I move it along the collider using rigidbody.MovePosition (or...
The easiest is to cache your current position and compare it with the previous frame So if the object hits a wall, you will see that. Vector3...
Sorry for intrusion, just wanted clarify a thing.. so if a 3d rigidbody was set to interpolate to a position, and in one of the subsequent frames...
It's because I was certain that as long as transform.position is set in FixedUpdate, there wouldnt be any difference between that and calling...
And example of a collider that the character may or may not ignore Arrow means jumping into [ATTACH]
So I have my main character that is based on a non-kinematic discrete rigidbody with a capsule collider, and characters logic feeds...
well, if anyone needs it var projM = Matrix4x4.Perspective(fovDeg, 1.0f, nearPlane, farPlane); var scale =...
Hi I'm writing my "custom" culling system, and trying to control the culling matrix on my spot light source. Ive tried any possible combinations...
Actually, it seems that it is the dispatch is taking this long, and the readback command is waiting for it. But the suggestion with "null"...
i didn't look in your project, but if you were to check the profiler, most probably the frame drop is coming from .Render function So instead of...
While AsyncGPUReadback's "RequestToNativeArray" function can omit it's callback function and have it as null, the command buffer version can't. It...
We can try another aproach :) Your water is z-fighting with lasers, because the lasers object and the water has about the same pivot position You...
As for validating it, it does make sense why you dont have that option in scene view, because the emission channel is the actual final picture....
I can't say why it is like this, and believe me I've had my share of frustrationt too :) So far my understanding is that there is no way to...
Fair enough, but you do see the issue. Transparent object don't sort per pixel, rather per entire object. So you have to either split the line...
If both water and line renderer are drawn with transparent shader, their sorting becomes not a simple task The easiest fix for you would be...
It is assumed that when your command buffer is done executing, the state is being returned, so ShadowMapTexture is set back to unity's native...