A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
I got the idea. With some further refinement I have been able to implement it in my project. Thank you. Do you consider natively supporting it in...
[MEDIA] Hi @ilih, I'm using CustomTileView to setup a paged scrollable like the one above. The items will be positioned from top to bottom and...
Yes they are identical. And no calling ListView.Resize() doesn't solve the issue. I made a wild guess that there is something to do with the...
[MEDIA] Hi @ilih , further testing your solution, i'm observing this issue. A page normally has 3 x 4 = 12 items, as you can see in the load grid...
If we use onClickItem then it works fine because it is triggered only with Left Click then again i can't invoke custom action with Right Click....
- Yes i check if this is a left click or right click, different actions for different types of click. The issue is i doesn't understand why it...
[MEDIA] Hi @ilih, For my Custom Tile View, i intercept the onPointerDown event to launch my custom action. ForEachComponent(slot => {...
@ilih Thank you for the quick response! I tried your code but saw that UpdateMargin was never invoked so i removed your listener stuff and added a...
Hello i'm using Title View extensively in my project as a paged grid view. Assuming that i setup the view as 2x2 and i have 6 items. So the...
Steam Early Access Release Trailer [MEDIA]
I didn't create arts or models, just specified a set of parameters for each one then they were procedurally generated.
3dSenVR is an unique emulator that converts nes game into 3D and let people experience it in VR. After four years of development I'm going to...
In this case i know beforehand that all the meshes are in the camera view.
Indirect instancing works best if we want to draw a mesh for a particular amount of times. That's not my case, my dynamic scene changes frame by...
In my project, there are often ~ 600 meshes and i intentionally want to render it all so frustum culling is none sense and it eats up 20-30%...
Or better if you know T1 only run in one frame, after schedule T1 in Update(), in OnRenderObject() you could use AutoResetEvent.Wait before...
There is a work-around : you can use all Unity hook points to schedule T2 and T3 like Update, LateUpdate, OnRenderObject, OnPreRender,...
If IJob.Schedule() can only be called from main thread then you are right. Once we start messing with Unity, we have to stick with it :)
- If i'm not mistaken, you can configure the worker thread count - In your example, T1, T3 could be implemented with c# native task. It seems to...
In your context without Burst speedup, i don't see any advantage of Unity Job System over native c# one or i am wrong?