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You're calling ScreenPointToRay with x=height/2 and y=width/2. To center the ray, flip the elements of your Vector2; you want x=width/2 and...
A little behind, but since I started this, I figured I should post an update: Upgrading to 2019.1 fixed the issue for my own job code. I still,...
What framerate are these simple games running at? By default, Unity does not cap framerate - it will render frames as fast as the GPU/CPU allow....
My understanding from other threads on the topic (gained after I started this one) is that the job structs themselves are internally temp...
A small update: I sort of worked around this by breaking up jobs into smaller chunks of work, which turned out to be something I needed for other...
A (suitably simplified and gamified) set of soil/water simulations, on a 2D grid of data. Ultimately they feed into textures and...
Perhaps possible, but not the direction I'd choose to take - the whole point of these particular jobs is that this is background simulation work...
So in your experience, is it possible to have a job that runs for more than 4 frames without this warning, Antypodish? Full complexity is too...
Anyone (preferably from Unity) know when "later" is (that is, for supporting jobs that run for more than 4 frames without issue?) If I'm just...
The job is definitely doing work for more than 4 frames. But as I'm not using Allocator.Temp or Allocator.TempJob, my understanding is that this...
I have a project currently making use of the job system alone (without ECS), that is plagued by warnings of the form: Internal: JobTempAlloc has...