A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
32-bit Editor support should be abandoned ASAP. It's not worth the upkeep if it's taking any time away from 64-bit Editor development. For anyone...
In a future release, could the error about non-matching profiler BeginSample and EndSample counts point towards which file/line in which the...
I'm currently on 5.3.2p3.
We never did find a solution either.
Have you considered using CullingGroups to handle the flare occlusion culling? I almost never hear people talking about them. I don't think many...
bump
As someone working with a ~15GB project folder, here's a tip for you: Don't switch back to Unity while you're updating your project from a...
For some reason in this code I'm getting this runtime warning on line 6 of the code below: SetLODs: Attempting to force a LOD outside the number...
We've started getting this issue since 5.3 as well. Has anybody found a workaround? Our code isn't really doing anything unusual.
It's the same for us. It's really tough to nail down a cause of this because the profiler doesn't seem to show all the information we need. I just...
For the WaitingForJob spikes or the ScrollRect performance?
We have had pretty bad ScrollRect performance as well, although I'm not sure the problems with the WaitingForJob spikes and the ScrollRect...
Well, something I noticed is that the WaitingForJob is only root-level when the Canvas is rendering to a Camera. If it's in screen overlay mode,...
Ever since 5.2 came out, we have been getting enormous spikes (like 40ms) every second or two from what the profiler is calling "WaitingForJob."...
Would there be any way to be able to set some sort of default occlusion mode? We want all of our highlights to use the new see-through mode, but...
Does anyone have any insight on this? It would be nice to know why we are seeing such high numbers because we are trying to reduce our batches and...
We're seeing texture counts reported from the profiler as high as 1400 textures in scenes that just have some simple UI elements. Surely this...
I searched through the issue tracker and didn't see anything about this. I don't know if the docs site is currently defaulting to API 5.0, however...