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Hi everyone, I, like many others, often read release notes and try to understand what changed between versions but often some descriptions are...
Just bumping this, still not urgent but quite annoying.
Hi everyone, So I'll start by saying that I did not log this issue through the bug reporter but I did track it down a bit in order to help. With...
Awesome, could you talk about the missing steps toward a more complete incremental build system? Like what will be developed next?
Alpha 6 is out, if anyone in the future finds out what this means I would like to know: Scripting: Script Compilation is now incremental across...
Hi everyone, So it has been a few weeks that the navigation links on the top of the page aren't showing due to a CSS issue only in the forum...
Thanks for the fast answer, I'll remove that package and just keep ads up to date.
Hi everyone, I'm trying to figure out a few things about Unity Ads and iOS 14: Having only Unity Ads (and soon some Unity Analytics), do I need...
Yes, for accurate profiling I'm always using a standalone build. But, as far as I know, there isn't any way to assure everything is bursted and...
Hum interesting, disabling SafetyChecks will generate the correct vectorized version. I have other jobs where I know vectorization will fail, they...
Hi thanks for the help but just tried what you suggested and it didn't change anything.
Hi everyone, I have a simple job that I'm wondering why I cannot vectorize. First the code: [BurstCompile] public struct Init : IJobParallelFor...
Hello everyone, I feel like I've seen this question a few months ago but I can't find it so sorry if it was already answered: can we expect the...
Thanks for the hard work! So you are saying that the server should stay single core ? On a server machine, why would we limit ourselves to only...
More info: https://forum.unity.com/threads/are-unity-subscenes-and-lwrp-compatible.717422/#post-4794479...
You can't anymore for HDRP but on URP you can still disable SRPBatcher, that will fix your issue.
This would help my current new issue: physics joints being entities created with conversion the workflow don't quite work with the ghosts, having...
My usecase is for a server simulating multiple small matches (few players, lots of matches) and since there is some Physics, putting them too far...
It's called "Server build" in the UI but it's actually a BuildOption named "EnableHeadlessMode" if you want to set it by script. While the defines...
I'm at that point too, see my post here: https://forum.unity.com/threads/dots-netcode-copenhagen-updates.760112/page-3#post-5242976 I've tried...