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I would have to concur with the above info about crossgen2. .net 6 with crossgen2 would give Unity one unified build path, be way more...
Any word on updating Roslyn for source generators?
Yea nanite is definitely the cooler tech. Basically having infinite poly budget for rigid objects with no LOD pop-in is game changing. Can it work...
As someone very invested in Unity with my main game Tabletop Simulator being developed on it starting with Unity 4.3 back in 2013 (now on 2019...
It's early days but Lumen looks less exciting to me when you can just do hardware ray tracing and skip all the crazy artifacts caused by Lumen....
I would like to temper people's expectations. I ran the UE5 demo on basically the best gaming computer that exists 5950x, rtx 3090, nvme pcie gen...
There is another new thread where we have been talking about this:...
Good point I just ran into this bug recently for our serialization system where everything is cast to c# object. But yes there are also the...
I think it's pretty simple, the api updater should kick in and convert any and all Unity.Object comparisons to null to whatever the new api is....
The overloaded == is a relic of the past that has the perfect time be done away with when Unity finally migrates off mono to RyuJIT. With that...
There are 5 different ways to we could check if the Unity.Object is destroyed or null. Having a property to do it makes it too error prone,...
Please take time on this issue, it's a major problem which has the perfect time to be fixed. If it doesn't we will be stuck once again with all...
Thanks for sharing with us, you might want to pin this.
You mean the smooth migration to DOTS lol? Focusing on RyuJIT would have been a much faster and easier win for the entire community compared to that.
As a point of reference, creator of Tabletop Simulator here we have migrated the game over the years all the way back starting with Unity 4.3 in...
Sounds like the game Gang Beasts?
Share your feedback on what you want to see on Unity's new roadmap website....
This will not fix the VR issue, we are running into that as well in Tabletop Simulator. This is if you are using the Unity post processing stack v2.
If you are having issue with compatibility with the post processing stack disable "Directly to Camera Target" on Post Process Layer.
bump, is this a bug?