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If they can retroactively change ToS without client consent, what stops them from doing it again? What if next time they'll decide to charge you...
@Mockarutan worth trying at least. This might be related https://docs.unity3d.com/Packages/com.unity.collections@2.2/manual/issues.html I also...
@Mockarutan have you tried using Allocator.TempJob instead of Allocator.Temp on ECBs? (and don't forget to dispose them)
1.12.2 fresh install constantly complains about missing icon (Win11/Unity2023.1)
If you intentionally build compound of quads instead of using MeshCollider directly, then at least you could spread quads creation over multiple...
This one [ATTACH]
I was referring to their particular case, meaning that removing motion component won't noticeably change anything, but removing collisions will. I...
Just my two cents here: if I'm not mistaken, the impact of having moving bodies is almost negligible. Creating collision contacts, which is the...
Thanks for the details about rate managers, it's very useful. Regarding this jobs situation - are you referring to the next version of Physics,...
Instead of sorting both sides of the large range, the worker delegates one side to others using a ring queue with a spinlock. This approach allows...
Updated to 2023.2.18 and now it is much worse than before. It now takes less than a minute for editor to crash (total seconds in play mode...
I'm afraid there's absolutely no way to implement a one-size-fits-all solution, regardless of the programming paradigm you choose. There are...
@daniel-holz Sorry, I should have made it clear that what I mentioned earlier was for folks who want to boost performance in specific tricky...
BTW, you can disable that catch up death loop by setting Project Settings -> Time -> Maximum Allowed Timestep equal to the Fixed Timestep. This...
It waits for previous simulation step to complete, there is FIndOverlaps job bar is visible. The cause of the stall that forced system to spam...
The main bottleneck here is the constant back-and-forth copying of data between ECS and Physics. As I understand this was initially done to enable...
Yeah, precisely that public static Entity GetHitEntity(this RaycastHit hit, in NativeArray<RigidBody> bodies) { var collider =...
In my case it's the same job each time
I consistently see the same issue appearing in 2023.2.
That's because foreach triggers this: public Enumerator GetEnumerator() { #if ENABLE_UNITY_COLLECTIONS_CHECKS...