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Reading PhysX code I've found this curious comment with the following lines: //KS - clamp drive target within limits - no point in having 2 parts...
Currently it is not possible to have limited prismatic joint target outside it's limits, the target is clamped to limits before it is applied....
Could it be that physics is running in Update, but using fixedTimeStep as timestep? I've tried changing fixedTimeStep in project settings for...
Without changing any of the API it's hard - it requires multiple cached arrays of different sizes - but it should not get too big: you rarely will...
What about Collision.contacts? It's a non fixed length array. What happens accessing Collision.contacts? Will it trigger allocation each time...
So this would simply pool the structures behind the scenes when enabled. That's elegant - one can get the benefits without a need to rewrite any...
Still eagerly waiting for this, keep us posted with the details!
The fix did not make to b23, right? My UI is still not responding to mouse (and it works fine in b21).
While optimizing audio performance of our game Human: Fall Flat, I've noticed quite big GC allocations in Physics.Contacts. It leads to GC collect...
Thanks a lot! Just got this problem with 5.1.3 as well.
On prestigio multipad 4, situation is the same. But this second render target also gets glClear, followed by the copy of main render target....
Yes, and I'm profiling it on hardware (1920x1200 on Acer Iconia Tab 8) with Intel tools.
Standalone build does not have this problem - it would be noticed already. Could be some special case for Android x86 or particular GPU/driver.
Just checked - no HDR, and there's no Linear for android, I also tried 32 bit Display buffer on/off.
Forgot to mention, it's forward rendering and Unity 5. To rule out problems with scene setup - I tested and it happens with an empty scene too....
I have noticed that Unity makes a copy of framebuffer each frame. It uses a very simple shader blitting the texture, but being fullscreen (e.g....
Is it possible to override GLES fragment output layout for shaders generated with CG/GLSL conversion without using GLSLPROGRAM? Intead of...
Thanks, looking forward.
Just check in Unity5, no leaks with the repro project. We are migrating to Unity5 this week, I hope it will all be fine in Unity 5.
No, not yet.