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Might need to see more of your code to understand what you are doing. But this link might be useful to learn how to pass data into and out of...
The default constructor for a NativeList leaves it in an uninitialized and unallocated state. You just need to pass in an Allocator when...
First of all, Material is a reference type, while MaterialMeshInfo is an unmanaged value type. There are quite a few different ways to solve this...
Thanks for the responses! Glad to hear that a lot of these pain points are being worked on! That makes sense, not sure why I didn't think of it...
Is there any way to use framebuffer fetch in an unsafe render pass? With a raster pass, we have SetInputAttachment, but that function isn't...
I believe this bug was still occurring in the latest version of entities graphics and urp. However, I recently enabled the RenderGraph execution...
I just spent about 4 full days converting all of my render features in my project. There was quite a big learning curve and I made a lot of...
Any update on when this will be available? I'm looking for some solution to be able to make certain words in a text have a pill-shaped background...
That sounds great to me! For the record, I haven't actually used the compound collider API, but that sounds like a totally reasonable change. You...
Yeah sorry, I tried to be brief since its more about authoring and baking workflows and less about physics, but I'll try elaborate on what I...
I think the unique collider solution isn't great for the use case that @filod is talking about. While it is fine when there is a single building...
Cool, I'm excited to see how this develops! Personally, I'm a fan of how shader graph shows the names for all inputs and outputs. Makes it easier...
Thank you! I really appreciate all of the improvements and fixes that have already addressed several of these things. ECS has been a joy to work...
While I created the original thread here, it looks like you were replying to the post by @Neiist. But I am still having some trouble with...
Both of these are ways to make structural changes, which always require a sync point. The former makes the sync point and makes the structural...
I started seeing random crashes at runtime (after 1-2 minutes) in Unity.Physics.Solver:ScheduleSolveJacobiansJobs after updating unity and some...
Ah interesting, hadn't thought of doing it that way. Although, I'm assuming there are some performance implications of a kinematic rigidbody over...
Reposting this from my post in the Discord server: Not sure when if became possible, but it looks like we are now able to have both a RefRW and...
Thanks for the detailed response! I was aware of Force Unique, but I don't think it would be the best option for my current project. I'm making...
Thanks for the response @IsaacsUnity!