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It's through addressables, running a WebGL game on a chrome browser. I might be encountering this issue when requesting with the authorization...
any updates?
Does Unity have a way to check whether there are changes that would require a full rebuild? e.g. code changes? It doesn't seem like the Check for...
Hi, I've been testing downloading from a new private bucket in a separate non-production environment but it's substantially slower than the...
Getting Calculating... Error! An interna error has prevented the operation from completing successfully. when using ./ucd releases create
@brendanduncan_u3d Still having the issue in Unity 2021.2.15f1. URP 12.1.5f1. The issue is as mentioned by @dimitroff above. Building a webGL...
For v1, is there a way for me to log a warning if events are not consumed in the same frame?
Ah understood. That's probably what I'm seeing on device. Does v2 manage to get around this limitation?
Why do the FixedUpdate event systems need UsePersistentAllocator?
Thanks for the heads up. I don't have any events that is shared between different event systems so that's not a problem for me. The issues I'm...
Has anyone used v2? Are there any issues with it? I'm using v1 currently but forced to use UsePersistentAllocator because of fixedtimestep...
This was really helpful. Additionally, did anyone manage to get it to work with the scriptable build pipeline? I tried to set the value in a...
How would I go about implementing a 2d translation and rotation with the new setup? I noticed in the sample it has been commented out. Is it still...
It seems that the network socket is killed by iOS when the app has been in the background for a while. For netcode, what would be the correct way...
For player names and player input, I've set it up such that it uses a static font with a list of dynamic font fallback for each language that the...
Haha, thank the Unity developer. I'm just one of the programmers trying out netcode. The unity in my name is randomly generated by the forum :D I...
You have use the attribute [GhostDefaultField] on the variable you want to send over the network. The attribute will indicate to the ghost...
is it still not working correctly on device? What's the actual setup to get it working on device?
I basically copied BuildStepBuildClassicPlayer.cs and added var netcodeConversion =...
Does anyone know? Or is there a way to use subscenes using the normal build flow? Edit: Found out I have to write my own BuildStep.