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Hey Edy, I have reported this to Nvidia and it seems like they have no problem with the mesh. https://github.com/NVIDIAGameWorks/PhysX/issues/447...
I am trying to debug a 'procedurally generated' mesh collider. I get the error [Physics.PhysX] Gu::ConvexMesh::checkHullPolygons: Hull seems to...
"the LOS collider will always be convex, the scene collider will sometimes be concave" Yes.
Hello. I am computing LOS colliders in my scene and testing it against colliders in my scene. the LOS collider will always be convex, the scene...
@MelvMay Hmm I see. @RadRedPanda Well that's what I ended up doing. I have come to the realisation that I only need to test ray/AABBs so that was...
Queueing up raycasts until the main thread can process them isn't really an option for this algorithm as it needs to know the result of the...
Thanks for the reply. Can I ask you though, why it is not possible in unity? Being able to multithread raycasts with raycastcommand is a nice...
anyone?
I would like to do a Physics.Raycast (or something similar) from within a new thread or job. However, Physics.Raycast can only be called from the...
Isn't it better to save the mesh? Because now we need to rebuild our mesh everytime the game/scene starts
Thanks. But I found my issue. My problem was not in Quaternion.AngleAxis, but with how I applied the rotation (by setting transform.up =...
I'm having the exact same precision issues with Quaternion.AngleAxis. It doesn't produce any rotation when the angle is set to somewhat below 0.1...
With further testing, it seems like continuous collision detection prevents the rigidbody from going THROUGH the other collider, but it doesn't...
Well, I meant to imply that I am using the same settings by saying that I am seeing the same results. There is a frame of intersection, and I'm...
But OP stated he is using continuous collision detection
Seeing the same results. Confused by this as well.
I have tried with Resources.Load<AudioClip>("path") but it seems to just return null =/
I have some sounds I play that work fine in the windows build, but not in the WebGL. It says the audioclips are missing when I switch platform to...
I'm experiencing some strange stuttering in my 2D game. Without Vsync, the game seems to run fine at high framerate (1000fps+) without any...
This makes no difference as all Input is currently only updated by Unity in the Update() loop.