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Same problem... Unity 2021.3.8f1 Default Interaction Mode Happens in play mode and the game stutters. edit: right... now it shows as...
Did you try the latest version (1.19.17)? Looks like they fixed it. I don't get any lag anymore.
I think you would have to restart app and load only mods you want.
Same thing happened to us when going from 2019.4.22f to 2019.4.23f. Make sure to reimport all prefabs once or twice.
I cant get 2019.4 with HDRP 7.5.1 to open and import with 2020.3. System out of memory message pops and then GPU crashes, all during HDRP...
sAllConfigs under TextureArrayConfig.cs keeps everything cached and loaded while in editor... Unloading a scene in editor does not free memory....
thanks for the update! I am still having some GC allocs.. when I get near the terrain [ATTACH] and when I fly around the terrain from time to...
More GC in build. This is with deep profile enabled. [ATTACH]
dealing with the same issue on 2019.4.13f1 LTS
[ATTACH] Produces GC every frame in the editor. EditorUserBuildSettings type can be cached...
Having an exact issue with 7.4.3 while changing quality settings during runtime. edit: think my error occurs cus of plugin not handling releasing...
Maybe you could have dirty flag and later on update everything that is dirty...? I'm also in a need of good UI - ECS data binding way...
something like this... public class GameVersion { public static string Version { get { return "1.0.0"; } } } [ATTACH] edit: oh now I see.....
You can make a static getter for Version like for BuildTarget.
This is because videos are inside compressed bundle and should not be... Just put them in streaming assets and stream them via url or uncompressed...
I am also having the same issue. I have one scene in a bundle with duplicate asset isolation. Every model and ui image that have custom material...
Is there a reason for using HandleSpawnSystems collection for handling both spawns and despawns? // CharacterModuleShared public void...
Edit -> Settings -> Editor -> Version Control Set mode other than Perforce
breaks the point of nested prefabs... definitely +1
#weNeedNestedPrefabs