A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
We use CinemachineFramingTransposer to make the camera follow the target, and a modified CinemachineConfiner to keep the camera within a fixed...
SBP version: 1.20.2 (It's default sbp version on Unity2021.3.19) How to reproduce: Step1: A material with a MainTex set properly, build an...
I dont know, but the vcam just move to another position for some reason just like this: [ATTACH] [ATTACH] with target: [ATTACH] with targets...
Is there any way to make vcam just keep where it was when TargetGroup IsEmpty? Or should I add a temp member when its m_Targets is empty to avoid...
I find out it may cause by the CinemacineConfiner since when I disable the confiner it works fine.
My vcam followed a TargetGroup, and when I change one target's weight from 0 to 1 with another target's weight from 1 to 0, vcam just move...
I reproduce this bug by this way: Open two unity editor instance; A large Hexagon tilemap with about 200x200 tiles in each editor, this prefab was...
this problem is just simply like this one:https://forum.unity.com/threads/compiling-mono-branch-2018-2-mbe-failed.636046/ I'm trying to compile...
Here's what I do: 1.Build player content. 2.Upload remote resources to RemoteResourceServer 3."Play Mode Script" switch to "Packed Play Mode"...
Thanks very much, you're a very nice person. It's good to know this infrormation you post.
I've spend one or two days on AddressableAssets, yet I still don't know how to impletements my own Custom Resources Provider, and I even don't...
Don't know if it's still ok to reply in this thread, but I have a related problem. 1.Build all resources into AssetBundles; 2.Compressed all ABs...
We couldn't use BuildPipeline.BuildAssetBundles for a reason: we don't want to build all changes into AssetBundle, but only those we need to....
Thanks for your reply. I've separate assetbundles to very small size, each bundle only contains less than 5 files. This happend when I've built...
[ATTACH] It calls 3000000+ times and 1.18GB GC alloced, freeze UnityEditor for more than 20 seconds. Why is it so slow? Anything not optimized...
We want to use Resources folder during development, but build all files into assetbundles in StreamingAssets folder and then move Resources folder...
Thanks for your reply! Guess I need to change many things to avoid that many assetbundles……
For some reason, I need to pack my resources into small size of assetbundles, so there's about 5000+ assetbundles in my project. When I build them...
Why there is nobody even care about it? This is serious! By the way, I've report a bug to unity about this, and then after one day they close it...
I've upload test project at https://github.com/tanghuipang/testLoadProj //Anybody could tell me if I post this thread in a wrong place?