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Oh I think I know. He's waiting for Unity's stock to implode so he can buy all the shares back and take it private again. He's actually a genius.
so where has Joachim Ante been? He's still a part of the board but I guess he no longer cares about his baby despite all that ambitious talk years...
yeah seriously, is anyone working on this?
this only happens while in playmode, but if I just run the game and do nothing, every 10s to 1m, the editor will have this huge spike, but when I...
Yeah I want to know about this too
according to my last communication with Unity devs, when OnAudioFilterRead is used, the mixer thread ends up being attached to the scripting...
bump this. Have the same issue, not sure how to reproduce though.
Does that mean you're doing all the processing and mixing in some other scripts and just passing the final result to one OnAudioFilterRead()? If...
For audio asset management, what's the real benefit of using Addressable instead of using AudioClip.LoadAudioData() and UnloadAudioData()? I'm...
I want back & forth on the project window mostly.
I can't second this more.
second this.
What's preventing Unity team from fixing this issue? It seems like the issue with NordVPN has been there for 1.5 years.
It's been around two years. What's the plan regarding having this in non-development build? I'd like to do some scripting that's reactive to the...
Can we use ComponentDataFromEntity<Position> in IJobProcessComponentData?
The problem was I can't put [WriteOnly] ComponentDataFromEntity<Position> inside a job.
Let's say I have a bunch of source positions that need to be updated to some target positions, and each target's entity information is contained...
It seems that this only works on jobs, not ComponentGroups in ComponentSystem.
Does either EntityCommandBuffer or EntityCommandBuffer.Concurrent work with Burst now?
I have a simple script that uses OnAudioFilterRead() to generate a sine wave. I have two methods showed below to calculate the output data....