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To access the render mesh entity with your runtime code, you can always add a component to your parent entity with just an entity field that you...
Hi You need to make sure the override component is on the entity with the rendering components (MaterialMeshInfo and RenderMeshArray). Currently...
Hi @zenbin3d I have just stumbled (while searching something completely different) on a menu in the project settings that allow to disable a...
Keep me posted if you manage to find a way to sort this out. I would love to know if such workflows can be done.
Hi, Quick answer for the prefab bug, i'm sorry i did not thought of including the prefabs options. I'm not gonna let you wander more on this...
Hi again For the tutorial references, Wayn games has just released a video about animation in hybrid workflow : Mastering Entity Animation in...
Hi, If you are not converting any colliders, do you need the physic package at all? Is there any feature of the package you are using? If not,...
Hi, I have a set of wheels with classic gameobject sphere colliders. I would like to swap the collider to another primitive (box or cylinder)...
Hi! You have to switch to all properties visible in the Urp render pipeline asset. You will then see a a enum field for sh mode with per pixel,...
Well, that is the point : this is a beta for a breaking changes version. You should not expect assets from asset store to work with it. The UI...
Hello, The problem lies in the fact you are putting an int into an int3. The triangles array from mesh.triangles is an array of int, while the...
I'm refactoring the code, and I have a question for @daniel-holz (linked to the post). For the destruction plugin, I have an array of convex...
Hi! After I enable APV in an empty URP project, I get spammed of render graph errors while trying to save an empty scene through shortcut. It is...
Hi, when I enable Adaptive probe volume in the current Editor urp asset in 2023.3.0b3, I get a warning I can not make disappear : CommandBuffer:...
For my use case, I got what I wanted with an Assembly definition reference asset. I have done like this (got the code from the actual ToMesh...
Hi! For my implementation of the blast plugin in ecs (a destruction plugin from nvidia), I had to make a new compound every time something...
Hi! To conclude, for people looking for a quick answer, here is the interesting part of the sample :...
Hello, Would it be possible to get access to a thread safe version of the actual mesh data of a mesh collider (vertices and triangles)? I was...
Hello, If I remember well this issue, this problem with the rotational motor was not fixed, but the one with the Angular Velocity one was, so I...
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