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Any news on this?
Why didn't you make a backup?
Everything is identical
Somehow seems isClient and isServer are both still false It was harder than this. I had to code some complex logic since the code above wasn't...
> such as doors and enemies, make them network objects and spawn them only on the server. Would it be enough to make a script like that and...
Hello, does anyone have a proper solution to sync the dungeon GameObjects to every client using Mirror networking lib? I can sync the seed...
I had the same error, to fix it I had to: - close Unity - revert the broken IDs using a previous commit of GIT - delete these folders: Library,...
@FimpossibleCreations This product seems perfect for my project! What I need to know is if it's somehow possible to save and load the generated...
This seems to have made a big difference, thanks! [ATTACH] Before it was like this: [ATTACH]
I'm using Rider, so I guess it's not the issue for me
Same issue here. [ATTACH]
So basically disabling the cache server will fix that issue? Wasn't cache server meant to speedup assets refresh?
Is there any news on this issue? Thanks all
Hello! Thanks for the clarification. A very cool feature would be to save the models in a defined "models" folder if your choice to allow prefabs...
Very cool! Before buying: do you think that this is easy to use to create chunks of procedural generating infinite track? (chunks are saved as...
Any news on this? I can't manage to make it working properly. A tutorial work be good, I have the same exact problem of @Recatek Thanks a lot
I can confirm it's still a problem today
Amazing! I finally found that the extreme lag was caused by the SteamAPI initialization that I called on every scene start. Now I instantiate it...
Thanks :) I'm trying to use the profiler and when the scene changes the game freezes, music lags and also the editor freezes until the level is...
Hello! When I load a scene (also when the game loads the first scene) I notice a lot of lag in the music and graphics. Is there a way to handle...