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Do not use a Virtualization.framework hypervisor for Docker Desktop on macOS. Use the legacy hypervisor for Docker Desktop.
A bare metal server may have hundreds of cores. The Unity Editor will spawn shader compilers and similar up to copies equal to the machine's...
If you are doing something sophisticated you are probably better off modeling everything in Isaac. It will train much, much faster, which matters...
I'm not really sure what your role is in all of this, you sound like a really nice guy and you're trying to address these concerns. The pricing...
Don't do that, make the canvas full screen and do landscape in your game.
Just to help people out with the problem that this solves, since there's a ton of noise in this thread. You are experiencing an issue of the form...
It looks like an idiosyncratic set of patterns, pretending to be decoupled, that disguise a strongly coupled networked first person shooter engine...
I call Camera.Render() to a render texture, and I'd like to receive an event at the exact, real time the GPU has finished rendering that frame....
Unity hangs with "Assertion failed on expression: 'gCurrentManagedTempMem != NULL'" when queuing events from a thread that isn't the main thread....
I'm seeking a quick turnaround on a VFX graph sand splash asset for HDRP. This is the effect of sand splashing on a dune as a vehicle drives...
Are you experiencing an issue where your reflection probes are flickering, turning on or off randomly, or otherwise glitching and misbehaving in...
I am also experiencing this issue in 2020 LTS, Intel Rosetta on macOS.
This issue still occurs in 2021.2.3f1
If you need a good test case for netstandard2.1 compatibility, try the managed GRPC library. - It supports netstandard2.1 and netstandard2.0...
In a standalone player, `-batchmode` will definitely correctly work with `yield return new WaitForEndOfFrame()`.
For people finding this thread, Unity has not had this cap for a long time now. It would appear to number in the millions.
You cannot set trusted to true, it is read only. The only way you can get videos to play on iOS is the way I described. They will never...
Addressables are tricky to setup for WebGL. They provide very little added benefit, because asset bundles are decoded on the same thread as the...
Use UnityWebRequest.
You cannot use FileStreams in WebGL. Place the test.csv file directly into your assets folder and access it like any other resource. Do not use...