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Would it then be safe to say that as long as the memory usage is "fixed" like an array, it's better to allocate it once through Persistent and...
Would it be possible to make it so that EntityCommandBuffer exposes some way to simply add an element to a Dynamic Buffer? Currently I'm using a...
When Unity says: You should not use Persistent where performance is essential. https://docs.unity3d.com/Manual/JobSystemNativeContainer.html Is...
I'm trying to render an AlphaTest shader graph in the Transparent queue by copy pasting the shader and forcing the render queue to Transparent to...
I'm trying to reproduce this effect: [ATTACH] Where important object (ie: players, objectives) areas are masked on certain tall materials (ie:...
I've updated my Unity to 2019.1.10f1 and my Physics Package to 0.1.0. Now every time I focus on a GameObject in the editor that has a "Physics...
There's this for HDRP: https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/Decal-Projector But it's very bare bones.
Found the solution. I just noticed there's an Object node with a Position + Scale. You can offset those values to the world position node to get...
I've been working on a water shader and I'm trying to make a point object match the Y position of the water waves at a given point/sample. The way...
It's been a while since a Unity Dev replied to this thread, and there's been quite a bit of posts about the Point Cache, can we be expecting this...
Doesn't do anything for me. Both IJobForEach and IJobForEachWithEntity throw the error.
Any plans on making Point Cache a parameter that could be exposed?
You need to infer it yourself.
Right now the Physics Team does not seem to have a specific replacement for the typical "OnEnter, OnExit, OnStay", and I would suspect that even...
Very nice. That's all I needed. using Unity.Collections; using Unity.Collections.LowLevel.Unsafe; public static class ByteBufferUtility {...
So you want me to bit shift floats?
The question is, to put it as simply as I can, how to convert * i *, which could be any acceptable blittable type to bytes in the context of a...
The burst compiler doesn't support objects or boxing to an object type, because it is a managed type, I get that. The goal is to have for example:...
Probably would want to use DoTween for something simple on the main thread or just use Math.Sine itself passing through time. Need more detail tho.
I'm trying to burst compile / optimize my code as much as possible right now and there's one part where I convert Objects (Blittable types) to a...