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oh so judging by this post, it always redoes prediction with latest server frame irrespective of anything?...
Simple question: why does ghost prediction run multiple times a frame? in the past with the gameobject workflow with the youtube tutorials i was...
Ok. I've done some testing. all of the schedule / schedule parallel Entities.Foreach invariably call ScheduleInternal. so I did this hack to...
another question: if you know that the system will only run on 1 entity, would .schedule be better than schedule parallel, since either way 1...
I have allot of fairly simple systems that act on single entities (rpcs mostly, and single frame events when the player interacts with items) how...
Getting this error on a random scene during build completely at a loss as to what to do or what's causing it sometimes it goes away and sometimes...
man, subscenes are so broken. i just randomly get this towards the end of the build: even when there are no exceptions when playtesting. but...
..why though? there's memory safety. you don't ever need to use pointers. not moreso than in rust. i would much rather use C++ 20. get some...
same, posted about this some time ago as well
in il2cpp, there is no server world created ie. calling this for (int i = 0; i < World.All.Count; i++) { var world = World.All[i]; if...
doing EntityManager.SetSharedComponentData(entity, rendermesh); removes lightmaps when applied on a lightmapped object during conversion, the...
that is probably the intended solution. if they do make some 'official' solution, it would just be the same underneath: copy the transforms of the...
you can just use an invisible ragdoll made of primitive parts like in the sample. then copy the positions of the spheres and stuff that comprimise...
works fine with bundles
getting this error during build the file exists the file is a native plugin dynamic library from the project how do i give unity necessary...
thank you for pointing me in the right direction
i made a voice system it needs to send 16,000 floats a second. 64k per talking person this is done through rpcs does the data get compressed...
Is stackalloc faster than allocator.temp native array? apparently allocator.temp memory is not stack but actually preallocated heap that is...
also, if any child has ragdoll joint / limited hinge joint component. clicking 'update component list' on ghost authoring throws this exception....