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@colin299 @bgolus It seems not so easy to clip shadow in this way.
I use samsung galaxy s21+ to do some JobSystem test. The JobsUtility.JobWorkerCount==4 and there is 4 worker threads in profiler timeline. The...
I am afraid there could be mobile phone adaptation problem, since DOTS cann't recognize some chips eg. qualcomm snapdragon 870 and return...
I tests on another three Android phones, the JobWorkerMaximumCount are all the same value 1.
On my android phone, System.Environment.ProcessorCount is 8, but JobsUtility.JobWorkerMaximumCount is 1. I don't know why this happens and how to...
I tried to do some pathfinding job parallely. I tested my codes on both PC and android app. On PC, the job systems used seven worker thread and...
Finally, i found the way to fix it. Before calling DefaultWorldInitialization, should initialize DefaultGameObjectInjectionWorld first.
I created a project to do some tests about subscene (using Universal RP). I wrote a custom bootstrap to create a world for loading subscene and...
thanks for the details. I used plugins in C++ for some independent modules when meet some performance issues or code management. In this case,...
Good point, i will try to do something more, thanks
thank you. This is only a test, and what i want to say is in Unity when allocate a large memory the performance is so bad .In C# or in C++,...
you mean the NativeArray in Update() is not allocated per frame? I don't think so...
I did a memory allocation test. Try allocate a little big memory ( 10000000 * sizeof(int) ~ 40MB) and free it per frame. The main thread cost...
Oh, thank you very much. The Dots has been improved a lot than what I known since I always use Unity 2019.
Thank you again, I double checked my packageManager, my Entities is version preview.6 - 0.10.0, Hybrid renderer is version preview.6 - 0.5.0, both...
Thank you. Should I put these code in my project? I have try, it seems nothing has been done and cann't break the codes in Visual studio.
Glad to know this. But I need to find a way to make lights work in subscene since they are different between these subscenes.
I create an scene which has two subscenes, it works fine in editor. Then I build an apk via new BuildSettings, but when run it, there is an error...
After more tests, it seems the save operation ONLY happened when create a new Profile, and any variable change in existing profile will be...
My env is Unity 2019.3.7f1 and Addressable 1.8.3. I added a new variable by selecting Create->Variable and saved it. It works fine. But after...