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Yes this was a bug, thanks for reporting it. It will be fixed with the release going out today.
Yes this sounds like a bug, I’ll investigate
Support for full stack traces is done (not by me) and should make it into 2019.1. So hopefully you should be able to use this soon.
In the Mega City sample we create a prefab containing the the shared components for each sub scene: PrefabUtility.CreatePrefab(prefabPath,...
Hi, In order for SerializeUtility.DeserializeWorld to work the needed shared components must be inserted into the world before it called. When...
I agree that it could have made sense to use the same argument order as the ternary operator but the chosen order is somewhat of an convention...
Thank you for reporting this. A fix was already submitted a week ago and will be included in the next release of the package.
I have it on my todo list to add an option to track the callstack of these allocations. That should make them easy to track down. I should be able...
The EntityManager class can't be used from a job because many functions on it can only be safely called from the main thread. If there is a...
I can confirm that the managed array storage will cause garbage in this situation (not just in the editor). We might be able to pool managed array...
Yes you would end up with 10 mostly empty chunks, that's a consequence how shared components work. Supporting variable chunk sizes is something we...
@eizenhorn you are running the same versions I have now so not sure what makes this not work for you. Could you try deleting your...
I'm looking into this but can't seem to repo it myself on 2018.2.0f2 or 2018.2.2f1. @eizenhorn what version of the IncrementalCompiler package...