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That's not how you inverse a quaternion. Here is an example implementation : public static Quaternion Inverse(Quaternion q) { // -1 (...
Assuming having a buffer that is larger than what you need isn't a problem (RenderMeshIndirect should allow you to specify how many elements are...
You simply activate/deactivate the "real scale" objects based on a distance threshold. At 100,000 units, the asteroid is a scaled down version,...
A renderer bounds is a world axis aligned bound enclosing the underlying model bounds, which is a box, no matter the actual shape of the model....
https://forum.unity.com/threads/future-of-text-at-unity.1356299/
Those micro-benchmarks are interesting in proving that overall, burst, .NET or compiled languages can roughly perform at the same level in hot...
The above fix doesn't work correctly in some cases. The main issue is that it doesn't reset the `m_Cursor` field to zero, leading to the...
So, the goal is to load DDS textures at runtime from individual files on the disk and to upload them to the GPU, as fast as possible (on-demand...
It would be really nice to also have APIs for setting (and retrieving) transforms position/rotation in batch, ie : // world pos/rot...
It would indeed really be nice to have more "batch operations" API for doing this kind of stuff, in this case something like :...
EA is worth it if you can deliver a polished game experience with a large chunk of the features and content immediately. What you provide need to...
For anyone stumbling on this thread, ConditionalWeakTable indeed didn't work correctly in Unity prior to 2021.2, it was treating entries as strong...
Compared to modern CoreCLR, the mono runtime used in Unity perform inlining a lot less aggressively, and is severely limited in what it will...
The Unity profiler is not reliable enough for micro-profiling. First, no matter if you profile in the editor or in a built player, you're running...
Yes, RemoveAt(index) is a O(n) method, but my point is that Remove(item) is even slower. And while a LinkedList has amortized (not O(1) either)...
This conceptually doesn't work. For (skilled) modders to pour thousands of unpaid hours in complex mods, you need to have a game that at least...
While this technically work, it's an incredibly inefficient way of doing this, and a bad practice in general. Not only you're instantiating an...
You misunderstood what they said. C++ compilers are a black box in the sense that they perform so much transformations/optimizations that it is...
It's mainly convenience. You can't directly do a forward for loop because you would skip entries. To do a forward iteration while deleting some...
To modify a list from a loop, you need to iterate the list with indexes instead of using an enumerator. The usual way is with a reverse for loop :...