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Same issue out of the blue. Has been building in 2 mins tops until now, and suddenly I am just waiting. Been building for 16 mins so far, but...
Ok, I have made a thing. It might have been made before by others, but at least I never found it. This recreate some functionality I have been...
"Snapping to vertex". It's in the title ;) And I am looking for the same functionality... Holding v to snap vertices is great and all, but one...
Thank you! Thank you, thank you, thank you! After having struggled ALL DAY with why my distance shadowMasks weren't showing up when the light rt...
EDIT: I thought I had look everywhere, but here it is (I think) Thank you ________________________________________________ Completely new in jobs....
12 years later, and people still use variations of this script?!?? It has been many years since I myself had the need for large terrain creations,...
But... why? It was SO easy to create a triangle before (Which I would consider the most fundamental sprite primitive, conceptually speaking). We...
I actually didn't fix it in the hub itself. I don't know how I would, as it seems be because of the internal clock that is based on floats. And...
I think it is great you put in a solution, even if the solution is something that didn't exist back when this thread was active (Which it didn't)
The problem was that IF I wrote "true" (Which I had obviously tried), the difference in timings disappeared and both threads performed equally...
Yeah, as others has hinted at, moving physical objects (Objects with rigidbodies) around by their transforms simply teleports them. There is no...
The new package with update threads code
EDIT: BEWARE, updated Thread's code from the package attached in first post. If you want to test with the package, you should put this in...
Thx for your reply :) 1) Yes, there is a lot of chaos of types here, and it is a mess. But it is the same mess across both threads. Just tried to...
Could be due to when the camera updates its position compared to when your script updates the line. Try putting your code in LateUpdate instead......
EDIT: Solved! Changing the Scripting Backend in player settings from Mono to IL2CPP made not only the threads run crazy faster, but made them...
Solved: WAS due to floating point precision. Double precision in both matrices and vectors fixed it...
Texture2D chunkTexture = new Texture2D(ChunkSidePixelSize, ChunkSidePixelSize); chunkTexture .wrapMode = TextureWrapMode.Clamp;
EDIT: So I tried to implement the same functionality, but with a double precision matrix/vector library (XnaGeometry is just perfect, have used it...
I have used LineRenderer more times than I can count. And I want to make a prediction: Whatever is wrong, it is not Unity's fault. When this is...