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@mcoted3d Just curious. You should also experience this profiler lag spike right? I don't think Unity addressed it yet.
Okay, should be related to these. https://forum.unity.com/threads/frames-dropping-regularly-in-profiler.1416186/...
I must say, this behavior can be very confusing to folks encountering it for the first time. I was doing some stress tests, and somehow the...
Okay as soon as I said that, I checked for any profiler specific logs. And it seems I'm getting these following msgs in the Player.log that may be...
Thanks for checking! Unfortunately I'm still seeing the same big lag spike with Unity 2023.2.8f1. Brand new project, Built-in RP, VSync off....
UPDATE: Painter2D is good. It was an issue with the Profiler. As a stress test I'm rendering 200 random length vertical bars using...
It seems both FileOperationsBaselib.OpenFile() and FileRollingLogic.CreateFileStream() overwrite the current file. // OpenFile() uses the...
Lol I thought reverse bullet hell would be me shooting a gazillion bullets at a single NPC.
It's due to var utf8Capacity = value.Length * 2 + 1; inside of AllocateString(). The calculation value.Length * 2 + 1 incorrectly assumes a...
Just want to add to @Ryetoast 's comment (and also because this thread is the top search result for the aforementioned error msg). The error msg...
To add to @spaceemotion 's observations, CanEditMultipleObjects will also cause the error. I'm seeing this still in 2022.3.4f1.
Not really for an use case, but rather it seems that the EntityEditor (plus UI Toolkit binding) is using this? So if left unimplemented, there...
Hi @Lukas_Ch When you get a chance, can you change the bool Equals(object other) overrides (for Circle, Rectangle, etc...) to something like:...
Yes, in OneJS there's a public class and method you can use to build the StyleSheet at runtime. Here's the actual code for OneJS's...
The former (turning uss strings into UI Toolkit Stylesheets at runtime). This is awhile ago for me now, but I think I basically re-implemented...
Will anti-aliasing be improved in the near future? Here's what it looks like now: [IMG] source: https://onejs.com/wiki/SVG-Masking
Thanks for the heads-up. I appreciate it. From an end-user perspective, I feel that MeshGenerationContext should be the one to track and provide...
I need to calculate the bounds of whatever that has been drawn so far (i.e. the lhs1 and lhs2 calculations in Painter2D.SaveToVectorImage())....
It seems you can access underlying meshes from a detached Painter2D via its DetachedAllocator.meshes. Well, may still need a little reflection...
Thanks for the kind words. And Happy Turkey Day! In general, I always separate game logic from UI. With OneJS, I put 100% of UI code in JS and...