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Thank you both! That was exactly what the problem was, and looking at the default quality settings it does say that those two settings don't use...
So I'm running into crazy high CPU usage in my test scene, but only when on the "Fastest" and "Fast" default quality settings in the executable....
Not really. I found that the lines/dots between vertex snapped objects can be caused by the near clipping plane of your camera, as well as simply...
Due to issues I just can't seem to fix when having modular components for a room, say wall and floor tiling that vertex snap together seamlessly,...
Can confirm, this still happens in 5.6.0f3. Here's what my test revealed: Using Progressive Preview- Fresh scene with one cube ( dynamic ), one...
http://imgur.com/a/jryMJ That's another scene I have that's suffering from this problem, although far more noticeably.[IMG]
When baking lights in any scene that I have objects' edges on top of one another to create a seamless connection ( snapped together ), an ugly...
I've submitted this OP issue on the Issue Tracker as a bug, not sure when it will be picked up and seen but at least it has been logged. I was...
Bump. Not really a big deal anymore since I can always just keep my recording program running in the background to resolve the problem. I'll be...
Okay so I can't post the rest of my thread since it keeps saying it looks too "spam-like", but basically I have a recording program that stops the...
I've been trying to update my version of Unity since version 5.0.0f4, but every version has lag in the scene view ( and potentially elsewhere,...
Final Update: FIXED IT! So it turns out it wasn't my movement logic, nor my looking/rotation logic. The problem was that when you perform a...
Update: I've now tried making the raycast distance larger ( from 0.1 units to 0.5 units ) to no avail. I've also played around with moving my...
This has been resolved, read my third post here if you're looking for solutions for the same problem or similar. TL;DR: ( Feel free to read the...