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Yes I maintain a separate project for this purpose to keep the size of the server build very small and ensure no art assets are loaded.
Previously I would use -batchmode -nographics for running a server instance. With the new Server Build option is there any reason to still use...
You don't need a script or to add any iOS support. - Edit > Project Settings > Player. - Under "Other Settings" there is a "Mac App Store Options"...
Any luck with this issue? I've been going back and forth with Unity QA for months, they are not able to reproduce it. You can find my repro steps...
Another solution could be to graph the number of affected users instead of the exception count.
As soon an "every frame" error comes in, the graph shoots up to 10,000+ and makes it impossible to see the shape of the rest of the graph. This...
We get this one and for us it seems to be specifically limited to VR players with an Oculus Rift. Currently using 2018.1.2f1.
The name of the Unity Performance Reporting forum causes a lot of confusion. People post there about the performance of Unity Editor/Engine itself...
@johng_unity It seems to be some problem with Unity Services not being initialized. My workaround is to open a Services tab in the Editor before...
Unfortunately you only have access to know if a link is being used when using a NavMeshAgent. Calculating a path only gives the positions. I have...
This is a big hole in the pipeline for those who don't use scenes to manage content. Maybe I am oversimplifying this in my head, but surely Unity...
If doing them as scenes, you might try https://docs.unity3d.com/ScriptReference/SceneManagement.SceneManager.LoadSceneAsync.html I'm sure there...
For something this heavy, you are better off loading them as a low detail proxy model (no interior, low poly, etc.) and only loading the nearest...
Remove the assets one at a time until the problem is fixed, then you will know which ones is causing the problem. You can then investigate how you...
You can set the filter mode of your Texture to Trilinear and increase the Aniso Level. Around 4 seems to be the sweet spot. This will increase the...
The vertex color could be converted to linear space in the shader, basically what had to be done to textures before there was hardware support for...
You might run into issues with the colors shifting as the object gets close or far away due to mip-mapping. Generally you would use vertex colors...
This is part of Windows which elevates the priority of whichever window has focus. Probably the only thing you can do is limit the frame/update...
I submitted a bug report related to this (Bloom effect specifically), which they said they already know about and are working on it. I only had...
It might be nice to see an option where the main thread wouldn't wait for particle workers to finish, and just use the previous frame's generated...