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ok,reshape could do this.
model=torch.nn.Sequential( torch.nn.Linear(2,1), torch.nn.Flatten(0) ) this model can't be imported to unity,it looks like current...
I have made a RTS game use ECS and unityphysics, because hyper render is not complete,I separation the game logic and game view,and use...
why your guys spend time do the meaningless thing,when do you fixed the world memory leak problem. until now,there is even not exist a simple way...
please don't do that ,in order to fixedupdate or separate simulation and presentation ,I just need to set world.quite update to true ,and update...
void Test() { var world = new World("123"); var systems =...
Unity Physics Version is 0.3.2 The strange thing is I don't even have static body in the world... When I build a linux package and run it with...
world = World.DefaultGameObjectInjectionWorld; world.EntityManager.CreateEntity(typeof(A ), typeof(C));...
I read the entities source code,and I find the chunk size is 16K,I known the chunk was designed to be cpu cache friendly and soa data structer,but...
If I forgot to dispose Allocator.Temp Container,there are no error. Should there be a warning or I don't need to dispose it?
No problem,my logic error only, I fixed it:p
var forward = math.forward(rotation.Value); var axis = math.cross(forward, dir); //...
I get true as a result:(
why? I'm using entities preview.8 0.8 and physics preview.1 0.3.0
I see the unity physics 0.3 depend on entites 0.6,when I upgrade enties to 0.8,there are a lot of error.:oops:
When I Instantiate multiple entities come from prefab entity, these entites all reference to the same collider of the prefab entity.:(
I want to use GrounpIndex as the camp,for example, blue camp and red camp are enemy camp,they have each army and building,the building are mesh...
I want to use the CollisionFilter.GroupIndex as my game Camp,but the MeshCollider don't let me to change the GrounpIndex.Will you fix it or I...
When I build android il2cpp ,there are only armv7 and arm64 ,no x86 option,when it support?:(
If I serilize all the rigidbody,and remove all of them from world.then I deserillize them and put them back to world.Does it guarantee...