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Hi. Have you found a way of doing it? I also feel the need to augment sprites with custom data. I currently rely on naming conventions (...
The alloc does not happen every frame, it happens when I Run a coroutine and sometimes even when i Release a coroutine. The thing is that I do not...
I have a pool of disabled bullet stamp objects. When I need one, I get it out of the pool, I activate it and call its Init function which calls a...
Hi, I updated to 2.02 and every now and then I get a crash on Timing.KillCoroutines(instanceId, tag) saying HashSet have been modified while it...
@Shadeless That article is exactly my base for that post in which I said that the only problem with structs is the boxing which can be avoided by...
Nice!
Sorry, I don't understand the last phrase. What do you mean?
@Trinary You said: "generating the hash only happens when a new element is added, it doesn't happen on access." This cannot be true.. Imagine...
@Shadeless @Trinary Found something on this topic.. as it turns out ints are faster because the hash used is the int itself, versus with the...
@Trinary - The collisions could easily be avoided by starting the incremented ones somewhat like halfway through the int range. - Another...
Nice! I understand the usefullness of the tags now. But personally, I'm thinking about modifying the Timing class to use ints as tags instead of...
@Trinary Thanks for answering! I overlooked that "CancelWith".. it's just what I need. 2 more questions now arise: 1. Would having a separate...
still, thanks for taking the time to answer :)
So in short.. is it better to minimize the use of "kill coroutines" in favor of "loops inside coroutines with an end condition"? My scenarios are:...
3. Let's say I have an Enemy unit and it contains some run/kill coroutines logic inside it. You recommend using tags. Ok.. I run a coroutine and...
Hi, I purchased the pro asset beeing excited about the 0 GC allocations in the asset description. Then in the docs you say: "Q: Does MEC...
http://recordit.co/1klu2iFVe5 This is a dynamically generated mesh. The textures are imported as Sprites with Point filtering, no mip maps and...
What if you didn't slow dow the perspective scenario, but made a separate shader that assumes an ortographic matrix which we could set in place...