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Hi there any solution on this problem? I have almost the same setup as @ToniSnyder. Physics runs within DOTS and I use the...
Can you explane what exactly you doing? And how did you solve the problem? I have the same or similar problem. I'm building a player of Unity's...
I got it to work! I had to set my custom shader in the Depth Normals shader under graphics settings.... [ATTACH]
Hi there, I've a cutting shader which cuts my object on a specific plane. This works perfectly in normal shader. [ATTACH] Now I have a...
Unfortunately this is not under active development anymore
@locus84 thank you for this amazing package. I made some initial test with it to verify if this one fits into my project. An I have to say. It's...
Unity 2019.3.7f1 Addressables 1.8.3 I also had this issue in earlier versions of Unity and Addressables.
I'm totaly in the same situation. But I don't get it to work. Can you provide me some more code on how to do it? I'm using Version 1.8.3 Thanks...
Hi I've encountered a memory leak while building Addressables. Every time I build addressable assets the total memory usage of Unity increases....
Hi, is there now a more reliable way to manage multi project addressables? Maybe defining a resource that just have a remote catalog or...
Hi there, I'm using two projects one to build content and the main project with the final application. Now I'm using...
I don't know if this is already reported. My Inspector is really slow and laggy when I want to setup my animations in the import settings of my...
What about using a NativeMultiHashMap? You have to manage it manually. Thereby each car is a key and has multiple Linepoints or each line end is...
Thanks, I thought so.
Hi there, we are using the latest version of HDRP (7.1.2) with Unity 2019.3.0b10 And we've encountered some weird behaviour with our lighting /...
Maybe you should take a look at the Boids example: https://github.com/Unity-Technologies/EntityComponentSystemSamples
Here is how I managed the spherical rotation. It works pretty well. A note by the way: It also scales proportional with the distance to the camera...
Thank you for your answer! I've already found a solution some time ago.
Yep, it is.
I'm not sure about it. Anyway you could use: [MethodImpl(MethodImplOptions.AggressiveInlining)] public struct MyStruct : IComponentData {...