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Did you end up figuring this out? Currently running into the same issue.
Download link broken for me too
Same issue here on 870m laptop. My code works fine on 1080 and 2080 ti Did you ever find a workaround for this?
I have an issue where a disabled camera (component not gameobject) that I am rendering manually via Camera.Render doesn't seem to stop my Visual...
Well after that wall of text I tested changing the update mode to deltaTime on the Visual Effect asset and running AdvanceOneFrame and it seems to...
I'm using the Visual effect for a particle simulation with some external elements that aren't framerate bound and would like to explicitly tell...
I figured it out, I had imported a managed DLL that unity didn't like. Build would fail but would still output half of the files which gave me the...
Just came across this issue after upgrading from 5.6.1 to 5.6.3p1 in windows. If you found a workaround please let me know
Thanks OP for the tip, just saved us a bunch of time. Something else we found that may help performance of EventSystem: The graphic raycaster...
Getting this also constantly only in standalone builds in versions 5.6.0 and 5.6.1
So I went back into my failed reproduction scene to see what was going on, and turns out I wasn't crazy. Same issue I was having originally trying...
So creating the reproduction case I couldn't reproduce the issue from before. The updates seem to be doing as expected. They are significantly...
Thanks for the reply. In the first scenario, ignoring the problem of collating sources, I am passing all sources in the scene to an...
@Jakob_Unity could I please get some insight into this? Is runtime updating of an editor created navmesh not possible?
We initially did this for performance as in our very complex UI hierarchies the OnWillRenderCanvas was taking far too long on simple transform...
We're getting these too, but only in play mode. My best guess is that it has something to do with pathfinding queries. Will spend a bit more time...
+1 really need a solution to this
Trying to do asynchronous updates of Navmesh objects at runtime that were built at editor time. Our maps are big, contain thousands on objects,...
Just upgraded to 5.6, we use a lot of nested canvas objects for performance. All our canvases render in screen space overlay mode, and for some...
This is from a thread in the AI forum, wanted to post here for visibility: I am currently attempting to upgrade from AstarPathfinding project to...