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Ok now i get what you meant, thanks for clarifying!
Yes it does seem a bit complicated, so what you were saying is that when unity moved to net core they would be required to use...
I don't see how this would break under net core, but ill make sure to do some tests, also i am storing typeof(T) with il2cpp in mind (all our...
So you just gave me a idea i just realised we can do without access to GetComponentsInternal by using Unsafe.As to cast the List<object> to a...
Yes that is totally doable but what i did not like is that we require a pool for each generic type <T>. Having access to GetComponentsInternal...
Can we get a non allocating(pooled) iterator for GetComponents? I am asking for something like this foreach (var item in...
Yes that's why i was asking for a way to disable it since it never helped me or the team i am in, it just adds to domain reload times.
While running editor unity serializes private (not marked wit SerializeField) fields, if you have odin inspector this is very easy to observe by...
Hey, are you trying to attach data to SceneAssets? if so you can use the "userData" field of the asset importer then create a custom Editor for...
Why does unity serialize private fields in editor and is there any way to disable this for getting better domain reload perf? (a bit unrelated...
Hello, the only thing holding us from using SerializeReference in our projects is the fact that type info is serialized by type name, we do a lot...
Hello we are facing same issue [ATTACH] Is there any workaround for this?
As you can see in the picture the red is bleeding out, it should be a circle because is a point light. [ATTACH]
We are using perspective camera to give our game more depth but perspective rendering seems to be broke: This is what we see in editor [ATTACH]...