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Hi! Here is updated version of the NavMeshSettings tested with Unity 2019.4, two (non-existing) properties removed, four new added. #if...
Thanks for sharing! Missed those! My solution is 2yr. old now integrated deep in the code, but glad that someone picked this up + making this open...
Oh, I missed that UnsafeList, that might do the trick. Yes, I'm hacking around DOD because I just need to harness job threads and Burst. I'm...
I'm aware of pointer to m_buffer, but that feels like circumventing the Unity collection design. Wrt. to the design, my rant is that Burst and...
Thanks for replies! Are you suggesting to stop using NativeArray completely?
Hi! I've just hit the wall with native collections. I want to (sort-of) mimic virtual function calls (because of divide-et-impera splitting the...
I second, in our project we need to access offmesh links as well! One asset might help, but it is a substitution that does not work as well as...
I'm looking here and there for any way how to obtain offmesh links, but it seems they are completely hidden from scripts even in 2019... :( There...
Hi! I'm looking into offmesh links now myself, it's a pitty Unity is not making them available. Would you consider sharing the complete code you...
Hi, for our project, we really need to at least read off-mesh links, simple list "start / end vector3" would be sufficient, is there a way to get...
Hi! I'm having serious problem with C# script debugging. I'm running Unity 2019.1.5f1. I'm trying to use VS2017 Enterprise (updated, Visual...
Great! Thank you a lot!
Hi! I'm trying to use Unity.Mathematics.int3 as a key for NativeHashMap. It works but Burst fails to compile the jobs with:...
M_R is correct, I've split my objects among different parents and it works like a charm.
Can it be that IJobParallelForTransform does not have an extension for setting the grouping? I have to schedule it like this:...
Hi! I'm playing with Job System, implemented simple scenario where cubes are falling down and being respawned once they hit a certain Y level. I...