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I'm trying to get direct access to the TriggerEvents and CollisionEvents and noticed SimulationSingleton.AsSimulation() throws an exception when...
Not exactly sure what you mean about generic being a problem but you can disable components with a baking system like so:...
What you can do as a workaround is create an aspect with EnabledRefRW and RefRW of the same component type. If you use this be aware that you...
Bumping as this is still occurring in 1.0.8 using the 2022.2.19 editor. I've created a bug report for this issue, IN-41037
So it looks like the UI toolkit elements are being constructed correctly but the problem is that the selector .unity-tree-view__item-indent no...
There is also this from the ECS Network Racing Sample:...
The prefab docs link on forum.unity.com links to https://docs.unity3d.com/2018.3/Documentation/Manual/Prefabs.html instead of...
I haven't used them myself yet but it looks like TransformAspect.TransformDirectionWorldToLocal() and...
It would be great if we could get the 'Properties...' option from a right click context menu in the Entities window that opens a new locked...
@coffeecatcoding GhostFields/Snapshots are simulation state and are sent from the server to the client (the client also stores a buffer of these...
@coffeecatcoding Yeah you're right, "new tick, new input" makes more sense (I was thinking frame = server frame but yeah that's confusing in this...
Another strange one is Havok physics being visible but Unity physics isn't
The input issue occurs because the server is running at a fixed rate and the client is updating every frame, this allows multiple client updates...
Maybe I'm not really understanding what you're trying to do but the Entities package already allows you to create data-less tag components....
https://github.com/Unity-Technologies/Unity.Animation.Samples As noted in the readme its not ready for production yet
My use case is having a fireball set fire to static geometry on collision. Whilst the pillar is easily represented by a convex hull something like...
In my testing I've discovered that a sphere to mesh collision (and possibly other combinations?) can create multiple CollisionEvents in a single...
You need to adjust CharacterController.center as well when you adjust height (set it to half height + any foot offset you might be using)
Is there any chance of AnimationLayerMixerPlayable becoming usable in a 5.6 patch or is this reserved for 2017.x releases? Unfortunately without...
The Command Line Arguments manual page (https://docs.unity3d.com/Manual/CommandLineArguments.html) is missing info about the standalone windows...