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Same issue here, it's VERY frustrating. Because of this bug, I can not select any other shader on any material currently. Edit: Someone suggested...
I had the same worries. I switched my project from ECS/DOTS to GameObjects. I had developed it over 8 months using ECS/ DOTS. I am very glad that...
* crickets chirping *
I am using 2 texture atlasses 4096x4096 pixels they worked fine in 2020.1.xf Same issue in the build, performance is less, but i suspect most...
I am using 2020.2.1f with URP 10.2.2 ShaderGraph 10.2.2 (no idea if this is relevant) Also i use the Unity Animation preview package. With SRP...
* SRP batcher does not seem to work anymore. (HybridRendererV2) When turning it on none of my meshes get rendered anymore. * I have noticed worse...
Hello is this still in development? I am about to switch my NetCode to LiteNetLib.
In my case my render thread suddenly got from 1ms to 10 - 13ms. And SRP batcher (URP/HybridRenderV2) checken makes all the meshes don't render so...
Same problem, same solution. Weird in 2020.1 everything worked for me.
When will the docs of Unity Transport 0.5 be updated? Especially the usage of the fragmentation pipeline? Thanks.
When will the documentation of Unity Transport be updated? Especially with more info regarding the usage of the Fragmentation Pipeline?
if only i could add FrozenRenderSceneTag with ecb
i'm also encountering this issue
Hello all! I use the below code to read network Events in my Tick() loop. The code works fine. But then I added the fragmentation pipeline (so i...
Thanks @TwiiK
[MEDIA] So this happens twice consecutive days now. Solved it the first time by deleting the defaultlayout manually in the roaming folder (and the...
The lifecycle end when the chunk (that holds the DenstiyMap / BiomeMap ) gets to far away from the player. In that moment the arrays should be...
I would love some code example to implement my solution in the proper (memory safe) way.
how about: UnsafeUtility.MemClear(ChunkManager.Chunks[point].PtrBiomeMap, ChunkManagerSystem.BiomeMapArraySize * sizeof(byte));...
NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray<byte>( ChunkManager.Chunks[point].PtrBiomeMap,...