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Oh I see what you mean now. Performance wise, can you use a static Dictionary with all the PoolableInfos with the Transform used as a key, so...
In what version of Unity is this true? I'm still using 2017.2.1p2 and getting the name still makes garbage. Since they removed DX9 support from...
@jerotas Hey just wanted to tell you that the Occlusion setting for raycasts hit triggers wasn't actually implemented. Here's the fix: var...
Yeah, the way you're doing it already :D It's not complicated at all by the way. In fact I don't have an FSM right now without a SubFsm or SubTree.
@username132323232 For stuff like that you should use a Behavior Tree. You can even use it in an FSM by making a Sub Tree. For your specific...
Oh, so you meant you have to design the coroutines specifically like that for them to be reusable. But if we interrupt a coroutine by using...
@Trinary so wait all I have to do is return float.NaN at any point the coroutine needs to end (like instead of yield break; and at the very end)...
@Trinary So I'd have to carefully manage the coroutines as to not Start an already Running coroutine. If I end my coroutines with KillCoroutine()...
@Trinary Hey, are there any options If we don't want to have garbage every time we start a coroutine? Like can we store a reference to the...
@jerotas Hey so I noticed the AddToQueuedOcclusionRays function caused some garbage because of ElementAt(i) So I made a change which seems to...
@Trinary Hey so I just noticed something with MEC's WaitUntilDone which is inconsistent with how Unity Coroutines seem to work. So I had a setup...
@jerotas So I met another issue today. Basically NextPoolItemToSpawn only takes the currently despawned items into account, and it ignores "Allow...
@jerotas Basically, using transform.name or transform.tag returns a copy of the string which creates garbage... And also strings are immutable so...
Hey, so I've been profiling my game in order to reduce garbage, and I noticed that PoolBoss.Despawn caused some garbage. 0.6Kb from SetParent and...
@jerotas Hey, something I keep adding to Master Audio after every update is a checkbox for Raycast Hit Triggers in the Occlusion settings. Which...
@Trinary Hey so now that CoroutineHandles are a thing. Is it better to use them instead of string tags? And how is their GC handled? Also I...
@karl_jones Just found this thread and I have a similar issue. Using Mask works for me but using RectMask2D doesn't work in Play Mode for some...
@Trinary Hey so since the default behavior for the Timing instance is set to DontDestroyOnLoad, am I supposed to manually kill all coroutines when...
@Kirbychwan You have to modify LightSprite.Color. If it doesn't work for you maybe the problem is with your script.
@jerotas Hey, can you please expose Recycle Oldest even when Allow Instantiate more is checked? For example, lets say I don't want to preload...