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Figured out a solution, posting for posterity :) Just turn off the ParticleSystemRenderer and write your own using ParticleSystem.GetParticles and...
I'm trying to create a ParticleSystem made up of a pieces of a Mesh that has been destroyed (split up into pieces). Right now, I'm just generating...
You can use WaitForEndOfFrame. Looking at the Profiler timeline view, it would definitely seem that it executes after rendering. I don't think...
I just used my Xbox One build as an example; it stalls on all platforms. Here's some data from the PC build: [ATTACH] The freeze goes down to...
You have a few issues. First, the C++ function itself needs to be declared extern "C", not just the header for it. It also needs to be declared as...
Thanks Kim! The case number is 762022. Does the timer wrap-around issue just affect the profiler? Or is it the cause of the stall?
Profiling the test scene on an Xbox One build doesn't lag as noticeably, and shows one "extra long" frame in the profiler: [ATTACH] When loading...
Sure! Looks like "Prefabs.MergePrefabs" is the culprit, as well as a few calls to "Object.FindObjectsOfType" and 16384 calls to "Destroy"....
My project has had an issue with LoadLevelAsync (now LoadSceneAsync) where it freezes (blocking the main thread) when loading large scenes. This...