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Hello, @Deznom. Is there any plan for this plugin to support IL2CPP?
Can you solve this issue?
Sadly, it seems that urp is never production-ready for Android
Probably you may just rely on the result of occlusion probe baking by unity. It changes not only the light probes but the lights. I can achieve...
Hello For what I understand, bakery's subtractive lighting mode is not same as unity's one. If I am correct, bakery's subtractive lighting mode...
It seems that MCS does not support lightmapping. Is there anything I am missing?
I also want to point out that the serialization in photon is also bandwidth unfriendly. For the primitive data types, one more byte of type info...
Why don't photon pun provide us some options to make the server only remember the latest RPC? Remembering and sending all of them to the newly...
Hello, I would like to ask whether it is possible to let the server only remember the LATEST RPCs but not remember all the RPCs with...
Please. I want to know whether it is by design :(
using UnityEngine; using UnityEngine.Playables; using UnityEngine.Animations; public class MixerTest : MonoBehaviour { [Header("---Layer...
Okay, I found the trick to disable the root motion calculation. private void Update () { clipPlayable1.SetTime(time1);...
[MEDIA] using UnityEngine; using UnityEngine.Playables; using UnityEngine.Animations; public class PlayableTest : MonoBehaviour { public...
You can create a static dictionary to cache the Controller component and just forward the inputs received so that the private variables are not...
In my opinion, you should serialize also the netId and recover the corresponding Controller in OnSendInputs function. Besides, OnSendInputs should...
[MEDIA] Inspired by your work, I am trying to make my game to have server authoritative movement. Currently, my game is fully client...
Do you have any idea for implementing mechanisms that are related to animation heavily like vaulting or climbing?
Thank you. I am really inspired. However, I am concerned about the case where sometime few packets sent to the server are congested, as a result...
As far as I know, it seems that udp may not work over 3g network. Did you test your library over 3g? Thanks
It is because the Character Controller only calculates the movement when you call CharacterController.Move. And when you call it, the overlap...