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Thanks man!
Hey All, Is there a simple way to make it so that a GameObject's transform gets synchronized with the associated entity's Position/Rotation...
Do you know when you'll release the next version? I want to render some videos by the end of the month and I don't think I'll be able to settle...
Hey guys, Do you have any idea why my recorded video is coming out with a strange tint to it? I'm using the post processing stack v2 and the...
Here is what I'm working with now, and it's unclear to me if it's behaving properly... Does the code I have here make sense? public class...
One idea I've had is to use the Time.captureFrameRate to control the time, but it's unclear to me how to modify the physics fixed time step to...
Hi All, I have a simulation I am running that runs slower than real time. I would like to be able to use existing tools that use the existing...
Do you know if there is an "easy" way to gain access to the mesh that defines the road surfaces? I'd like to recover the lanes of the road using...
The csproj's themselves. Right now it defaults to C#7 so when I try to debug my code the compilation fails when C#7.2 features are in the source...
Hey All, I recently imported a package that uses C# 7.2 features, but my Unity projects all default to C# 7.0. I'm using the 4.x runtime...
Hmm. It sounds like the road network might have been finalized. I have EasyRoads3D FREE. I have some spline controllers I want to use, and I was...
Hello, I've imported a scene that has been built using EasyRoads3D. It looks fantastic, but is there a way to get EasyRoads3D to reload the road...
BUMP
Hmm sorry for the alarm! I made another project from scratch and it looks like I am seeing the faster queries now.. There was something strange...
Hey All, I have a simple project that schedules and times a large number of RaycastCommands against a giant terrain collider for benchmarking....
Hmm... That did not seem to work for me. manfiest below: { "dependencies": { "com.unity.analytics": "3.0.9", "com.unity.burst":...
I updated from 2018.2 and it looks like scripts that were using Unity.Mathematics no longer compiles properly?
Hmm.. I just checked and then confirmed that I am always running at 100% processor state.. Good idea though!
Thanks! I tried that out and it looks like you can change the number of cores it can use, but Unity will still try to make the same number of...