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Thanks for running your analysis!
I am also running into the same issue, except its only happening on Release builds on Android (VR project). It works perfectly fine in the Editor...
How does this work with MLAgents?
@Aurimasp are there any updates on a release date?
If I train a model with POCA + MultiAgentGroup, do I need to setup the MultiAgentGroup during inference?
I'm also running into this issue, I'm on Unity 2021.3.8 LTS and have tried Addressables 1.19 and 1.20 and have tried disabling Non-Recursive...
Hello, I have an Addressable prefab called System. System has a MonoBehavior component that has a reference to a Database. This database (as...
Hi @AndyUnityDeveloper that worked thank you so much!!!
Thanks! Yeah I'm looking through the code now, it looks like for my use case (v3.0.0) the garbage comes from 3 places:...
I think this is pretty typical. At least I'm in the same boat. I think Barracuda is generating a lot of GC. Here's a couple of other threads on...
@apkdev how were you able to reduce the allocation per frame by yourself? I'm still encountering crazy gc allocations like you were.
Did this ever get fixed? I went from 40kb per step in v2.0.0 and v2.1.0 to 60kb per step using v2.2.0, v2.3.1, and v3.0.0 on an Android (Quest)...
If it helps, here's what it looks like in the profiler. [ATTACH]
+1, has anyone found a solution to this problem?
Hi, I decided to create a small test of Addressables by moving over some of my audio clips (1-3s voiceovers) to use Addressables. I was able to...
I just upgraded my Unity project from 2020.3 LTS to 2021.3.8 LTS. I have been using OpenGL, and I wanted to try out Vulkan for my Oculus app. My...
Hello, I have a build of my game that I use for training AI. I have been able to use the num-envs argument on my local Windows machine, as well...
Thanks! Is there an explanation of why coroutines / waiting for seconds fails even when the time scale is set to 1 while training?
Hello I'm trying to get my environment to train properly with MLAgents, and I need to be able to spawn an object every X seconds. I have tried to...
Does Agent actually have a Step() function? It seems like I would have to modify the Agent methods that are currently private currently to run one...