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Please don't necro posts like this. If you have questions about the behavior of the vertex shader please start a new thread. To partially answer...
Well that was lucky, it turned out to be a buffer upload that was taking a long time. I wish instruments made that a little clearer, but it makes...
@joshuacwilde thanks, but I'm not running the game in the editor
Hi, I'm a touch confused about some timings I'm seeing in the render thread on an m1 iMac. I am using Unity 2021.2.14f I would like to know what...
One step I'll add to @jasonboukheir's great answer is: Test the everloving hell out of it. As a minimum: Find or write a simple managed...
Ah my concern may no longer be valid. As of 2020.2 the documentation said: Allocator.Temp has the fastest allocation. It is for allocations with...
Outside of jobs I've always found I have to dispose Temp allocations. I normally use the using var foo = new NativeThing<T>(Allocator.Temp);...
MapPinPrefab belongs to an instance of Example. Thing does not have an instance of Example so it can't get MapPinPrefab. You could try: public...
One extra, slightly related, thing that can be confusing is that Dispose will likely not cause IsCreated to become false. The reason is a little...
When working with garbage collected (managed) types we are used to them being cleared up for us once nothing is holding a reference to them....
There are subtle differences between the two. In general Unity.Mathematics opts for speed over safety, whereas VectorX, Quaternion, and mathf...
Nice one on posting the code. The error tells us that the collection we are worried about is a NativeList<float3> and it naturally tells us that...
Two other options for if you always have a fixed length of 26: - 26 * sizeof(int) = 104 bytes, so maybe you could use FixedListInt128 (or...
Nice, yeah that's what I expected. Cheers
When I modify code in a package, the package-manager repairs it on the next load (IIRC). I had assumed that you needed to fork the package to be...
[EDIT] yup, my answer was out of date, see s_schoener's answer below @Zergling103 as you have well spotted, NativeHashMap.GetEnumerator() is the...
Not sure if this would be useful but here is NTuple which only accepts unmanaged values and is blittable. It has implicit casts to and from...
A more complete, less flippant, answer: - As you've seen, yes, Run uses the burst compiled version if the job has the burst attribute, burst...
You could for sure, but I'd guess that in many case SubArrays or NativeSlice used with NativeDisableContainerSafetyRestrictionAttribute still have...
I guess I'm misunderstanding the original issue then. As iirc the safety system doesn't track slices of a container separately even if they don't...