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I thought Nanite was mostly based on DX12 mesh shaders technology something that could potentially work amazingly well with a particle systems or...
I was looking at helping improve this code and there is an inherent problem with it. It is using a rotating enemy and raycast to detect the...
A simple enum can set up a 3 state/mode flag to ensure the enemies action cycle logic fits your desired pattern. public enum EnemyState...
It sounds like you should be using Time.realtimesincestartup then record a started Hunting time and you can calculate the HuntTimer each frame. A...
What about playerprefs Unity - Scripting API: PlayerPrefs it's ideal for storing small amounts of game data that could change between games.
What about using a single chat box string and updating it's content using a stringbuilder. TextMeshPro can allow wrapping and scrolling of a...
The thing is once you have updated and drawn a chat box like this it could just be a static image and that could be rendered in a single draw...
Would a monospaced grid of letter sprites be more efficient than TMP or Unity Text. A single draw call could display the grid if the meshes are...
About 6 months, thought there might have been some news or progress especially with Unity dedicated to improving the editor and engines performance.
Decks Cleared for DirectStorage 1.1 and GPU-accelerated Game Asset Decompression | TechPowerUp [IMG] DirectStorage 1.1 Coming Soon - DirectX...
Are you LODing and 2D imposter'ing your characters and animations? As that's what most large-scale battle games do distant soldiers are reduced...
Would something like the DOTS boids example work for this style of game?
I wonder if you could do a Navmesh Lerp function that could handle this, that way it's a simple check on time to work out where characters are at...
With regard to text if you're combining it then Stringbuilder tends to be much more memory efficient than just stringA = stringB + stringC.
The thing is does your text chat need to be real time e.g. every frame. Most people view <100ms response times as near instantaneous and at 60...
Looks a bit like a rocket launcher without a rocket but is actually an orbital strike platform targeting laser. Similar but rocket barrage swarm...
Drops to pieces, when picked up. Blows up when picked up. Ditto when fired. Missile just drops out the front when fired. Does not fire. Missile...
Only WebGL is single threaded and therefore prone to hitting processor bandwidth limits and producing drops in frame rate.
Actually there is Time.maximumDeltaTime which you could use and it should have the same effect as if (deltatime > 0.1f) deltatime = 0.0167f; It...
[IMG] [MEDIA] If you mean something like this, then it looks like it's just stacked models with an animation wobble not actually physics. You...