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Interesting, do you have more detailed information for those hangs coming from the ARM Cortex-A53 devices? Thread callstacks would be enormously...
It may be. Is it possible for you to get the state of the callstacks on each thread when the app is hung? That will help me narrow down whether or...
Sorry about the breakage! Rolling back to 1.2.4 is what you should do here to avoid the issue. Mathematics 1.2.5 fixed a bug that required a...
@sebas77 I looked at your project in the bug report again but I didn't see any fallback allocations in the GPUInstancerManager profiler markers....
@sebas77 Even if you aren't using DOTS or directly allocating native memory, any calls into the engine may make one of these TempJob allocations...
You do not need to manually Dispose() those, but I prefer to always call Dispose() even if it's Allocator.Temp because it makes it easier to...
I should clarify that the profiler isn't lying about the fallback allocations. Those fallback allocations are indeed happening, but it may not be...
Hey everyone, A new version of Unity.Mathematics 1.2.1 was published today and should now be available! You can see the changelog here...
What about the noise functions are you stuck on? All of this code is based on Stefan Gustavson's work on noise, You can see his demo code here...
It will be public in the sense that if you create an attribute with the same name, then in a future version of Unity that supports that attribute,...
I don't want to speak for our VM team (who is in charge of IL2CPP), but it seems like it could be done with quite a bit of effort. My question is,...
I've done my test and here are my findings: 1. Aggressive inlining does indeed provide massive performance improvements (around 10x faster) for...
This is without burst compilation?
Internally, we've made a change to IL2CPP that runs static constructors eagerly instead of lazily. I haven't yet checked what the performance...
float3.up, float3.forward, float3.right ProjectOnPlane(...) Project(...) These three are already implemented in the master branch of...
I will look into this further and see what we can do. To be clear, in the generated code (below), you're referring to line 12?...
I'll be adding .rgba and their swizzles to Unity.Mathematics soon (hopefully within the next few weeks)!
That sounds like a good idea, I'll add it to our internal bug/feature tracking database.
There currently isn't a conversion from quaternion to Euler angles. I plan on adding a conversion for this soon!
Would it be possible for you to provide some example calculations (including values) you were using with a single precision float quaternion that...