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Just ran into this... any news?
Some servers require meshes and animations to still exist (think mesh colliders and most FPS games where animation is required for hit detection)....
We've had to delete the "BurstCache" folder inside the project's Library a few times since updating to 1.7.0-pre.1. Sometimes burst seems to sort...
Seeing the same thing here after updating to 2021.2.5f1
Multiple devs are seeing this issue here too, also all using Rider. We are seeing it happen on 2021.2.0b14.
Just in case anyone stumbles on this in the future: Code generation with Cecil let us hand burst all of the usage combinations we needed. Use this...
We're having an issue with Burst compiled Function Pointers failing to compile inside of Standalone builds when accessed in a specific way for the...
It has already been filed and open for a month now:...
Any news on that bug report?
My apologies I misread what your Init() was doing :)
To create scriptable object references you should use ScriptableObject.CreateInstance<T> instead of standard c# constructors.
I have a feeling this was an "accidental" release before the weekend. No changelog was submitted, and the internal one just lists changes as "...".
We've been using addressables for many versions now without this issue. We believe it was just introduced in the 1.16x version related to this:...
We're experiencing a long delay when booting the editor up with our project. It seems that doing anything in the editor (clicking on a standard...
You're calling spawnEnemies() recursively there on line 53. I see you're decrementing amount by one each iteration but also adding 3. If you meant...
You can reuse the same array over and over with the NonAlloc versions, no 'clearing' required.
We had much more success writing a custom character controller built around Raycast, Spherecast and Physics.ComputePenetration
It seems (in our case) addressables added to groups by folder no longer work when "Use Asset Database" is enabled. If you do a build and swap over...
Sorry to be annoying but any updates on this? I'd like to bring addressables into our main repo, however modifying the package makes me hesitate....
You can try compiling your game with IL2CPP in a newer version of Unity as a form of automatic obfuscation (and possibly a nice performance boost...