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Please don't necropost. This thread was already resolved. https://forum.unity.com/threads/unity-community-code-of-conduct.1547657/ Thanks....
Welcome. FYI: Here's how to post code on the forums: https://forum.unity.com/threads/using-code-tags-properly.143875/
Just to note that I appreciate this is discussin 3D but wanted to mention that it does in 2D but there's also an option to control it:...
Since when? The joints for 2D/3D are pretty much a thin wrapper around the Box2D/PhysX ones. Multiple joints are common place. You may be aware...
Meshes use 16-bit (65536 = 256*256) indices. You'll need to set it to 32-bit to use more than that....
Please don't cross-post on these forums. https://forum.unity.com/threads/using-2d-physics-in-a-2-5d-platformer-issue.1580541/ Thanks. Thread...
Non-experimental discussion in the experimental forums. Also necropost. Please discuss the tilemap on the 2D forums. Thanks. Thread closed.
Please don't necropost. Please use the "Like" button to show appreciation. Thanks. Locking this thread.
Please don't necropost. Please use the "Like" button to show your appreciation. Thanks. Locking this thread.
Also note then when talking about a "crash"; that typically means that the Unity Editor application closes and presents you with the bug reporter...
You're welcome. Sorry for the hassle here. If I had the ability to make the change in older versions I would.
It's essentially what it's doing yes but there's also other things it needs to do to facilitate that such as validating for NaNs etc....
Note that there's still an overhead but nowhere near as much. It doesn't write back to the Transform but there's still iteration of them all. A...
Exactly, if it's on a GameObject without a parent (Transform) otherwise known as the hierarchy root. Essentially the only reason why it's updated...
An option to perform no write-back would be ideal for you here or a global option for all Static Rigidbody2D.
So looking at the 2021 code, the only time a Static Rigidbody2D is ignored for "Physics2D.UpdateTransforms" is if it's on the root GameObject...
Can I just check here.... You are specifically talking about disabling the component or deactivating the GameObject and NOT about destroying the...
A CustomCollider2D allows you to add whatever shapes you want (Circle, Capsule, Edge or Polygon) so it's a single collider meaning a single call...
I'm not sure if it's even relevant in your workflow and it is a more complex beast to get your head around but the CustomCollider2D allows you to...
What version of Unity are you using btw? I can look at the source and see if there's any possible thing you could do to avoid the write-back for...