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Ended up getting everything working again, though my solution still doesn't feel correct. First I found that my _MainTex was no longer getting...
So I was able to move past the error itself, but am still having issues actually writing to the camera color buffer. Turns out my old way of...
Recently I upgraded my URP version from 13.1.8 to 14.0.6 and one of my custom render passes is now failing that was previously working without any...
Bah, thanks a bunch! See my original post: Refactored the system to use Burst properly (had to add some extra steps to ferry the mesh data from...
Currently I am attempting to speed up the world generation process of my project as much as possible, and am at the point where the creation of...
So I was able to workaround this issue by re-creating my colliders on deserialization (loading the world). Fortunately for me it was pretty...
Were you able to figure this out? I am having the same issue myself. Everything works great serializing/deserializing once. But trying to...
@petarmHavok Those changes fixed it! A big thank you to you and everyone else who contributed in this thread, I really appreciate it.
I was going to offer to do something similar. Is there an email address I could send it to, or just PM it to you over the Unity Forums when it is...
@petarmHavok I do not currently actively cull any of the segments. So no use of PhysicsExclude component or the generic Disabled component. I...
@Sima_Havok here is another capture where the camera never goes below the ground. In this one you can clearly see segments which were fine one...
@Sima_Havok After playing with the camera some, I found some really interesting behavior. One second the segment mesh is there, the next it...
@polemical Unfortunately this is about the Unity Physics package (aka DOTS Physics) and not UnityEngine.PhysicsModule. Thanks @snacktime, I am...
I tried your suggestion, snacktime, and used CollisionWorld.CalculateDistance to get the nearest point of contact. Unsurprisingly when I fall...
Thank you for your responses. Using the PhysicsDebugDisplay unfortunately doesn't provide much more insight. See the GIF below (sorry for the...
Unity Version: 2019.4.2f1 Unity Physics Version: preview.5 - 0.4.0 Entities Version: preview.4 - 0.11.1 Summary: Collisions between a Capsule...
Due to the structure of my game data I am able to use Material.renderQueue to directly control the render order. This is OKish as a hopefully...
I have been working on a 2D sprite-based game using pure ECS for a while now and so am used to the sometimes radical breaking changes that come...