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Currently, you have to define which protocol you use when using the method. Is there a way to use both IPv4 and IPv6 You can't listen for both...
I have a C++ plugin that is triggered by running: [DllImport("raas_plugin")] public static extern void start_ssp_client_raas_c_wrapper(); The...
This is just an FYI to the community so you don't lose your mind as I did. If you have 2 Nvidia graphics cards, and you have 2 monitors. And each...
It is additive and drifts, quite poor
@jonathanma_ Can this work reverse? There is a monobehavior variable m_Score And this can be bound to a Runtime UI label? So as the...
Or only for editor windows?
All the examples are for editor windows. Will this also work in Runtime UI? @Julia_P
Using Unity 2020.3.35 LTS [ATTACH] [ATTACH] - I added 4 UXML files into a Custom Visual Element (that is nested in an UXML file) as children -...
I realize I did not understand this as much as I did. How can I prevent spawn logic for a rollback? I am assuming that is why the bullets are...
Yes, it existed in both server and client worlds. Changing to be put in FixedStepSimulationGroup instead of PredictedPhysicsSystem group fixed...
I will try this out thank yoU! What is odd is that my previous approach worked on Mac but loading the project on Windows started generating these...
I was on my mac and it was working as expected, systems were moved to PredictedPhysicsSystemGroup I pushed my updates to github and then pulled...
For some reason now the predicted physics system are in the fixed step simulation group [ATTACH] I have not changed the code to create the...
Ignoring invalid [UpdateBefore] attribute on InputResponseMovementSystem targeting Unity.Physics.Systems.BuildPhysicsWorld. This attribute can...
The solution was in my edit, I updated to a later version of the editor and the issue disappeared.
Shoot I ripped off your asteroids approach, I will double check to make sure I did not mis-implement and report back.
ISSUE: For some reason the client-spawned bullets are spawned in the "wrong place" and then their position corrects - I have a predicted Player...
I am thinking that what would be best to handle the case of multiple ghosts in a single tick is adding a Ghosted value, something like: int...
Got it. So my InputResponseSystem (in which I change the PhysicsVelocity of a Player object) runs in ClientAndServer. - I would assume the...
This was great thank you