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I've been waiting to use Shader Graph because I can't get the optimizations I need without per-instance data support (similar to how we use...
Sorry for not being clear. The execution of NavMeshQuery generates garbage. I did not mean to imply that the NavMeshQuery struct itself is a...
Hi, I would like to do high-performance pathfinding using Unity's navmesh system. However, the current built-in functionality for pathfinding -...
I didn't know there were specific forums for specific alpha releases of Unity, so thanks for that! I did file a bug report also. I'm happy to beta...
Slight update: I was able to use Unity's new FBX exporter to export my rig with the recorded animations and then re-import them. This is a hackish...
Wow, I was just about to post this exact same question! Crazy right? I found this repo:...
Hi, I don't see a log out or sign out button anywhere on the UI. However, I did try this: 1. Use the profile button on top left of page to open...
Thumbs up for async mode.
Yeah, is there a convenience method for this? I'm looking for an equivalent to Vector3.Angle but in the new math package, so that I can do this in...
Ah, so it does disappear after a restart. Thanks for the tip! But still: I don't see any good reason for omitting the ability to remove projects...
But that won't remove it from Unity Hub. It will still clutter the UI which is why we are asking for a remove feature!
Unity Hub 2.0 is here and still no remove option! Are you kidding me? The only way to remove projects is to edit the registry?
I'm not able to access the asset store from Chrome or from within Unity itself. Seems like the system is totally down.
Hi! I would like to get started with using compute shaders. Specifically, I would like to change mesh data. I want to do this because I have a...
I have a struct with a method like this: public DMHash update(uint value) { v1 = subHash(v1, value); v2 =...
Aha! Now that does make a lot of sense. Thanks for clarifying!
Thanks for the responses everyone! This is very helpful. I guess for some reason I was thinking that Burst would only apply to structs annotated...
I'm having some difficulty understanding proper design patterns for ECS and the Job system, especially when Burst is enabled. Currently I wish to...
All mesh modifications require data to be passed from the CPU to the GPU. The only way to reduce this is with a custom Compute Shader that knows...
Hi, What's the easiest way to do this? Obviously I can iterate over the NativeArray manually and construct Vector3s, but it seems like this would...