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I'm working on a project where I have many instances of a handful of static models (plants, trees, etc), and with the makeup of said data, the...
Just looped back and saw this thread... I had opened a bug report and Unity didn't respond for months and then said it was "not a priority" to fix...
I'm building what is essentially a "top down" game with thousands of small static objects on screen, along with a couple of dynamic/moving...
I've had submissions at other points in the main loop, but not bothered with PlayerLoop type stuff... I don't see why it would matter: Where you...
FWIW, here's a screenshot from my case I mentioned in another thread with much worse delays due to submitting async requests to Unity's own...
@Ponzel Can you link to that issue in the tracker? I don't see a way to search by issue number, don't see it anywhere in search, etc.... Not sure...
This is the thing... if your job count exceeds active workers, which is based off CPU cores, you're screwed. If your users have fewer CPU cores,...
Yeah, this is quite likely your problem. It seems as though many of Unity's internal systems use Job workers themselves, but have no way of...
Here's another thread mentioning the same problem...
Wish I had an answer... But figured I'd at least chip in that I'm running into a similar problem in another thread about NavMesh... It seems...
So, a little bit more info here... After drilling a little deeper, and closing the Scene view while profiling, it looks like the main thread is...
If I submit a bunch of mesh data to NavMesh.UpdateNavMeshDataAsync(), the function itself does in fact run asynchronously, but it's queueing up a...