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There's nothing built in to the package at the moment. It is actively being worked on. We currently expect a first version to land as part of the...
Thanks all for feedback so far! We do not currently have plans to make a release from the 0.9.0 branch. Thank for this feedback, and I can...
Hi all! Over the past couple of months, we’ve shared a series of blog posts that outline our Unity product priorities for 2021: The road to 2021...
Welcome to the DOTS Animation sub forum! You can use this forum to ask for help, share feedback, and have discussions about the Unity Animation...
Best place to ask for these kinds of general updates is in the DOTS forum :) Thanks for the feedback! We definitely understand the concern. As...
Hi and thanks for your interest! DOTS-compatible animation is still being actively worked on. All DOTS packages are scheduled for new releases the...
It's a bug, and on our list to fix in the next release (should be within two weeks)
Hi! You need to specify constraints on the PhysicsJoint, either via the SetConstraints() method or one of the various factory methods.
Sorry lttp on this, but each of the following (public) authoring types have custom property drawers and should "just work" by default....
You have a few options atm depending how you want to handle it, how many ships you have, how you spawn them, etc. I would advise either: Use...
Is there any chance you could send us this exact mesh (i.e. model + import settings)? Either via Unity's bug reporter tool, or directly to myself...
I haven't tested it, but it _may_ be possible to a) bypass the calls to MeshConnectivityBuilder.WeldVertices() and b) not bypass degenerate...
Initially, there will be no changes. The issue is that someone can (and in fact should) put game code that interacts with physics into the same...
These are just shims for API forward compatibility with an upcoming version of entities (which I believe is actually available now). It ensures...
Hi! Cross-architecture determinism is more a question of Burst than it is Unity Physics specifically. As @xoofx has noted elsewhere, the Burst...
No it is a soft dependency. Basically if you have DFG present in your project with some supported version or greater, then these nodes exist.
It's actively being worked on, but didn't make it in time for this release
You can find its (limited) documentation here, but it actually has some quite good samples that you can import using Package Manager when it is in...
Hi! Not sure how you are seeing that in v0.3.2, as it was only added in 0.4.0-preview.5 (released today). Are you getting your package directly...
Hi all! Because it is a question that arises here perennially, I wanted to make sure you all saw this post by @cort_of_unity describing upcoming...