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Apologies for the necromancy, but: is this still a known issue? I've gotten a user report that seems to be same thing on Unity 5.5.3.
I've submitted this as a bug already (case 878740), but am posting here as well in case anyone has ideas or workarounds. We're seeing a "random"...
I'm having some issues using Resources.UnloadAsset() that only manifest in a built player - not in the editor. That alone convinced me there's a...
Your original code tries to construct a float3 by passing it a float4: float3( float4(_WorldSpaceCameraPos.xyz, 1.0) - i.posWorld ) i.posWorld...
I've discovered a few inconsistencies that I think together explain most of my confusion over the issue: 1) Every RenderTexture has its own...
I suppose that if CHPedersen's guess is correct, then it would also be cleared at the start of any Blit() call. But that seems unnecessarily...
Bumping to see if anyone knows an answer...
This doesn't seem to be answered anywhere in the documentation: at what point(s) in Unity's rendering process is the stencil buffer cleared? I'm...
Alright, so I've solved most of the immediate issue now. Cleaning up some circular references made the memory profiler behave much more...
Turns out "memory profiler freezing up" was actually "memory profiler taking quite a few minutes to process some circular references." Progress.
More fun with Resources.FindObjectsOfTypeAll: I've found a correlation between the slow ReloadAssembly and a large number of assets (textures...
Well, while the issue with HideAndDontSave is real, it is not the cause of my extra ReloadAssembly time on the second and subsequent runs. Or at...
This took an unexpected turn: in trying to reproduce the issue with LoadLevelAdditive for a bug report, I discovered an issue with...
Alright, so after testing the "load everything complex later" version, I discovered some mildly disturbing things. Here's the sequence of events:...
Okay, sorry for the double post, but I'm going to keep this thread updated with my experiments in the hope that useful insights will appear...
Yes, I noticed. About 30 seconds in this case. Still hoping for a little more detail on what is going on during that time and if there's...
We have a rather large project, and it's gotten to the point where Unity freezes for 30+ seconds every time it recompiles or enters playmode....
We've received a few instances of a very strange startup crash in our game. So far we haven't been able to reproduce it in-house, but the crash...
Yep, definitely made in Unity. There's lots of our own work involved, too, but Unity is the foundation of our client application. The server...
We're Muse Games. We made Guns of Icarus Online, the multiplayer team-based airship combat game, in Unity and released it on Steam. Now we're...