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I built a system on top of the Playables API and a relatively simple custom animation system in ECS. The ECS side of things runs a state machine...
As a followup, I have reported this issue via enterprise support and they have reproduced it and have it marked for fix.
I ran into this exact issue. What I had to do was explicitly set the Camera.targetTexture for every overlay camera in my stack. To simplify this I...
I equally stress how important this is. The core ECS has supported hybrid because of this exact reason, and by doing so has received an immense...
If things get baked into static subscenes, what is the solution for not needing to reference every single syncable entity in that subscene? The...
His time-span wasn't anything close to 2-3 weeks as far as I know. He has mentioned that it has far reaching side effects to the underlying code...
All of these are a concern for me, but memory usage and authoring especially. We've recently moved beyond pre-production and already are close to...
Also is there any work being done to alleviate the need for ghost collections? It's a very awkward workflow when you have selectively loaded...
I don't see any mention of DynamicBuffer, is support for replicating it added or pending?
Yea I've been working under the assumption that this tool is dead, and any future tools will be made specifically for DOTS (fine with me, we use it).
Well, using low-level playables API on an animator means no Mecanim. I also don't use animation events that Unity automatically fires (I null them...
Yea, sucks in the sense that you have to have a global graph instance and then jam every single animator into it, but yea it works and I've had no...
This happens on win64, macOS, and iOS. In the case of iOS and macOS it's just targeting the metal API. We have about 450 variants of 94 shaders,...
We've got a simple set of lit/unlit URP shader variants we use in the current version of our project. A clean build (no Library) takes upwards of...
You can get concurrent execution of more than one animator if you put them all inside of one graph instance. It sucks, but it works.
I would assume quite good given that the Unity team uses it.
Chunks are currently 16 kilobytes, so the larger your entity is the fewer that fit in a chunk. That would put a hard cap of 16 kilobytes on the...
It's the entire job of a system to mutate state. What it needs for read-only data is conceptually inconsequential by comparison. You need to think...
Will the new multiplayer sample from Unite drop around the same time by any chance?
Do you envision timing a pure ECS version when the core API hits 1.0, or do you think the authoring workflow won't be in a good enough spot at...