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Well... I'll like to do some, constantly repeating, calculations that goes from a graphic representation of the "world" to something that aren't...
Pleas ! If anyone from Unity are listening, pleas make something like ComputeBuffer.AsynkGetData() that returns a boolean to indicate if data are...
Hi. I've been looking into the same thing, and it I can't find a good way at the moment to read if a Compute Shader is done or not. If someone...
I'm wondering if Unity are counting just the payload or the internet size? - Then bandwidth used are not only the payload, but also some overhead,...
To get 100% repeatability when it comes to physics is nearly impossible. One reason are that calculations are not done with a fixed interval and...
I've made a 4D randomly generated maze with ruffly 12k box collides (and the same amount of boxes as walls, floor & ceiling) , and that was nicely...
Just a warning on interacting state machines. Be very careful so that you don't end up with a deadlock where one machine waits for another, that...
Just a thought... What about splitting the links between the nodes into two one-way links. The one in the "wrong" direction having a lager cost....
I'll managed to figure it out. The problem was that, for example, CharacterMotor.SetVelocity() don't work if I put in the...
I've got the same error on win8.1. But after running Windows update (there were some pending updates), and a restart, the re-installation seems...
I feel quite unsecure about the best (or at least a god way) to implement the physics. (I'm better at coding, at leas I think so :-) ) What I what...
If I remember right.. ( no guarantees there !) The speed of an object in elliptic orbit. The area covered by a line from the gravitational centre...
As long as you keep it simple, and the game engine have some knowledge about the world it might be possible. I have not tested this, but... If...
Can you have a invisible nav-agent on a static navmesh, and transform the position to a visible character on the rotating table?
Just a thought... Maybe map the spherical coordinates to a flat helper map (on a invisable layer or far far away) , going from , maybe, a...
http://forum.unity3d.com/threads/boolean-mesh-project.227196/ Maybe to same help. https://app.box.com/s/a97omj348mazfh0vasx5 Is the download.
Maybe this can be of use.. I have been thinking of using it, but have not been up to test it yet....
OK... Can't say I really understood all of that... I was only thinking of reading the mesh in the child thread. All feedback from the child thread...
Well ... I was not thinking of using of using the API itself , but passing reference to the mesh arrays. Did not think that the arrays moved...
Is it safe to read a mesh assigned to a game object from another thread as long as the game object are not changed?