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Bolt does have its own optimizations for this obviously: it was one of their store page images, that they're up to six times faster than Unity's...
Dammit... It's a shame. Imo one of the major shortcomings of Unity Visual Scripting is its reliance on reflection, causing significant runtime...
This is actually also mentioned in their roadmap -...
This is not at all the same thing. C# source generators are not triggered manually, but Visual Studio rather generates the code on the fly, while...
I was trying to look up information regarding C# source generators, and I read somewhere that source generators are technically just analyzers and...
Is there a way to play an animation clip without redefining it in an animation controller? Something like the "Play Montage" or "Play Slot...
What happens if it's opened in 2021.1?
Okay, finally found a solution, you can use UnsafeUtility.As<U, T>(ref U value) to reinterpret cast like it were C++.
I researched a bit more over this and seems like it is because FunctionPointer is a generic type, and Burst breaks when it tries to interpret it....
In my existing code, I have a raw chunk of memory containing a function pointer, and Burst for some reason throws an error when performing that...
Okay, I did some basic tests, and I think it works, at least on Windows. Here's the source code: using System.Globalization; using...
I'm working on a native plugin for Unity, and I was wondering if it is possible to call a burst compiled function from native code? Something like...
Hello, I have been recently trying to build a native plugin for Unity and I came across this thread:...
Someone posted a Visual Studio Solution, here's a Rider one. Run > Attach To Process And then attach to the Unity process. It looks something...