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Which component? Does it get the height from animator's bounding box?
Did I miss something? How is the height of character controller changed automatically when start crawling?
I found some related things which cause this problem: string arguments and how many times Animator.FireAnimationEvents are called. It seems when...
Ok, thanks. But how to make footstep sound consistent with footstep animation without events?
But after I deleted Debug.Log, the test sample didn't show any gc allocation anymore... the problem still exists in my project.
My bad. That's a test sample, but in my project i deleted the implementation of my function, still like this:[ATTACH] [ATTACH]
And my unity version is 2017.2
[ATTACH]I profiled my project and found gc allocation in Animator.FireAnimationEvents, even my event callback does nothing. [ATTACH] Any...
Is AOI available in FNR? And is it possible to config sync field compression rate? i.e. position and rotation compression support?
Are entities auto destroyed when change scene? If not, what's the right way to cleanup?
Thanks.
The version in ecs samples is 0.0.12-preview6, is there any newer version? And the release note of ecs samples mentioned Reactive System, is it...
Is there any plan to improve or replace the old gc? Lacks of generation characteristic making game easy to hiccup.
Does IL2CPP bring new garbage collector on mobile (iOS, Android)? Is there any benchmark comparing with the gc of mono?
After investigated the data received, I found my websocket connection was hijacked by isp, which replaced handshake package by it's page... ToT...
And the amount of data transferred was very large on android + 3g, compared to other normal cases, about 1x times. I received about 20kb data when...
It's a very weird problem, I tested the circumstance bellow: iOS, Http or Websocket, WiFi or 3G: fine Android, Http or Websocket, WiFi: fine...
I edited a sprite animation, intended to move the character based on animation so I added a curve that control its transform,but when it loop to...
Is it possible to switch polygon collider from frame to frame, so that it can always match the edge of the sprite during animation?
Anybody help?