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While not ecactly the same issue there is another issue that "randomly" causes these same side effects. I've been working on it for a while but to...
For a while I wondered if you are someone working on my team, we've been looking at this for a couple days. As DwinTeimlon said setting max job...
Hi, thanks for the explanation! What I was worried was happening is that 1.7.4 had some interdependency with other package versions and that...
I have several packages that show dependence to older than the newest Burst version... but I always assumed that was a minimum version and not a...
I've recently realised that I have an old Burst package version (1.6.6), but when trying to update it from the package manager I'm still getting a...
Hi there! I've read that the current verified version is 1.7.4 (and has been 1.7.x for quite some time). I'm a bit confused as to why is this...
I've got a potentially really large map with high complexity and potentially really large cul-de-sacs where the pathfinding has to "fill" the...
It's probably not the place to try and get this solved; but I want it to be considered in relation to my understanding of the different stages of...
If it's the same bug as mine it should be fixed depending on the version:...
I've encountered this issue on 2020.1.5 (or a very similar one) and managed to isolate it in a small scene; since this has either not been fixed...
If you mean having a few points and selecting the one that is furthest but still reachable, yes. You can calculate the path towards all of them,...
I have not. I haven't actively tried to solve it either, as even though the path is sub-optimal it still is a valid path. However, I'm planning on...
It is very different, it does give you the tools to calculate a path, but you'll probably need to either use some code from the nordeus demo or...
I stopped using the vanilla navigation and I'm now using the experimental one with a custom Agent, I've encountered no game breaker problems with...
Hi there, This or a very similar issue is happening on some machines that run the project I'm working on, although most seem unaffected. Unity...
I suggest you giving a bit more info about the issue. As a wild guess, could it be that the position you are selecting is sometimes unreachable or...
As far as I know, there aren't any perfect solutions. If your surface changes in height, the lines will likely go through some parts of it and...
Never encountered that particular issue, but from my experience the base pathfinding has a bad time with really large/complex surfaces. You might...