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Why does it always happen that first you ask a question, and then you find the answer yourself? Why not the other way around? The reason was...
var seed = (uint)DateTime.Now.Millisecond; var random = new Random(); random.InitState(seed); var nextInt = random.NextInt(0, 3); What am i doing...
Thank you. Setting only Edit or only Play mode don't help in current version. But 2023.2 EAP works like a charm. So question is closed.
I am trying to launch unit tests from rider using Edit & Play Mode launcher. First time i'm running tests it completes all test, but stuck at this...
And i don't find this setting in inspector. So i am changing it in meta file.
In .fbx.meta file i found nodeNameCollisionStrategy parameter. When i set it to 0 unity importer changes hierarchy names if there are to objects...
I didn't use Animancer for now, but i want to ask one question before i start use it: I have to objects, that are playing two different animations...
Ups.. it was fault not related to this code. Code works fine.
Here is code of my implementation of custom network variable. I am trying to sync array of character bones. Size of array of Bones is fixed....
Hi, I need to manualy update VRIK with animated locomotion. How i can achieve this? For now i am disabling Animator and execute this code every...
Is there any comfortable way to get network connection entity by NetworkId value, or I need to store reference to connection entity?
I used my own shared component to split into chunks, because i have only two chunks of entities and all that importance works only with chunks,...
It was suggestion by @NikiWalker in another thread to change MaxSendEntities and MinSendImportance, but it is not important because not modifying...
Yes, It wasn't clear from documentation, but i figured out this my self from asteroids example. So problem is in something else.
IL2CPP build works as expected.
CASE IN-25389
I have really heavy ghosts (~350 bytes uncompressed, or ~400bits after quantization and compression). With default snapshot size and without...
I am trying to implement now this distance-based importance stuff. But i really don't understand how it works. I did everything like in asteroids...
Any ideas how to make it work?
This is screenshot from actual device (Oculus Quest2). Looks like something goes really wrong. Unity 2022.2.0b16, Mono dev build[ATTACH] .