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Still doesn't exists?
Has this been fixed? I'm planning to upgrade from 2021 to 2022 or is it better not to do this now?
The same result - it doesn't works in build and in editor. I need to press stop/play buttons to make it works.
I am changing RenderObjects > Override > Material in runtime through code, but it is changing only after relaunching a game....
There are spikes of ~3-5 ms every 3 frames in the GPU profiler for Compute.Dispatch command in all systems (VFX Graph (init/update), ECS Hybrid...
I am using trails as pool. Is it possible to temporary disable existing particles and activate them after (for saving all others IDs constant) for...
Fixed
Dynamic bodies in editor works fine. But they are freeze in spawn positions in the build, like kinematic ones. But raycasts works. This happens...
Recently updated to version 0.51. Entities that are created in the main scene using either "Convert to Entity" and "IConvertGameObjectToEntity"...
Want to get new VFX Graph from 2022 editor, but not to update ECS. Is compatible with older versions of ECS? Or I have to update to 1.0?
Is it possible to it now using burst?
An entity with PhysicsExclude tag freezes in one place and does not move using Translation/Rotation values if there is interpolation on, but works...
'Create Joints' jobs are the most expensive. And the costs increases exponentially as the number increases. I use old Physics version (0.5.1). Is...
It is also not available to enable it via script, it can only be changed manually using Inspector. Any ideas?
How to make a mesh plane always rotate towards camera but only around Z axis (like Line Renderer)?
Is there a simple way to make all physics framerate independent based on delta time? I changed BuildPhysicsWorld.cs line from timeStep =...
Is it possible to save prefabs after MoveEntitiesFrom, cause I have to do CopyEntitiesFrom with prefabs every frame?
InvalidOperationException: EntityManager cannot be used from this context because it is not part of the exclusive transaction that is currently...
There are hundreds of thousands entities creating and destroying in a game. I've created an extra world that does a job of creating a lot of...
Looks like because of this. Without this system it works fine, but I need physics independent from framerate. I tried to change fixedDeltaTime to...