A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
So I'm still seeing an issue with the client predicted spawning. Sometimes, the client predicted spawn is destroyed by...
Ah that's great news, I thought I was going crazy. I did some more snooping at found an extremely useful function:...
This is what I'm using. [WithAll(typeof(GhostSpawnQueue))] [BurstCompile] partial struct SpawnDataClassificationJob : IJobEntity { public...
After further debugging, the issue appears to be entirely related to snapshotDataLookup.TryGetComponentDataFromSnapshotHistory. Despite logging on...
I'm integrating a classification system by following the samples...
Nevermind, I only see this pattern when using the simulator in the multiplayer tools. With a natural lag, all is working as expected.
I'm seeing this exact same problem with a laggy client (~1s) setting their LocalTransform position. Within the predication loop, the client sets...
Nevermind, turns out our firewall was blocking traffic on the Relay port.
I'm having a lot of trouble trying to integrate Relay into my project. The Frontend sample creates a join code, but after a minute the host...
PlayableDirector.reachedEnd event please, to trigger regardless of wrap mode. It would simplify so much for everyone.
A useful trick is to assign a known value as the final value inside the enum. public enum Direction { North, East, South, West,...
I had this problem last week. There's a link to the samples here: https://forum.unity.com/threads/locking-a-plane.808548/
Nope, I've never manually referenced it.
Is this kind of granularity on the roadmap?
It turns out that the examples demonstrate how to achieve this, via the LimitDOFJoint. Copy/pasting the joint, base joint, and conversion system...
Just to add, I also had these errors after updating. Wiping both the project's library folder and the global package cache folder did not fix the...
Is there a recommended method of locking a plane for specific physics bodies? This would be equivalent to RigidbodyConstraints.FreezePositionY....
Furthermore (this is fun): protected override JobHandle OnUpdate(JobHandle inputDeps) { var commandBuffer =...
I'm also seeing a similiar error: while using this code: internal class BulletCollisionSystem : JobComponentSystem { private...
After upgrading from 0.1.1 to 0.3.0-preview.4 and converting my old systems, I'm seeing this error: Something went wrong while Post Processing...