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It was worse. I've been cleaning it up. Yeah I get that. [SPOILER] Well like in the screenshot above, I've figured out that it's definitely...
[IMG] I don't think it's my meshes... According to this, it's a perfectly sane amount of memory being used for meshes and textures. You might go...
Except nothing's being destroyed. I thought I explained this... I haven't even gotten around to implementing the packet handler to remove objects...
I made the GIThub project public... https://github.com/JennaScvl/CrystalFrost
After the mesh is set into the filter, it is never touched again. Never modified. I might not have to use SetIndices, but the data received from...
Just ran a compiled version of it... it's still using an insane amount of memory...
There's only a SINGLE new Mesh call in the entire project, and it's right there... I tried doing it without using it, but it null references every...
Well at currently there are no destruction packets being processed as I control the location in the virtual world in question, and am making sure...
It's instantiating from a blank prefab with no mesh in it because the mesh data is received from a remote server, and not stored in the project....
It's always null at the point the code is run because the prefab that gets instantiated has no mesh set to the meshfilter component, and at no...
meshfilter.sharedMesh = new Mesh(); meshfilter.sharedMesh.vertices = vertices; meshfilter.sharedMesh.normals = normals; meshfilter.sharedMesh.uv =...