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@SullyTheStrange: Yeah the start post is not very up to date/clear. You can do it like Marionette proposed or as you already do it. There is no...
I added a new version with some changes: - Adding a delegate to the Task.TaskEnded event will now work properly when using this from different...
I found the issue, your code producs in some cases exceptions, which will kill the worker thread they are working on, which results in less...
I am currently in Paris and will be able to check this next friday. But you can try to change one thing in the TD code. There is an IsolateTasks...
Please keep in mind that you need to create a temp variable in your for (int t ...) loop of the t variable himself and then use this tmp Variable...
@Groszq: You can load the raw data in any thread, as long as you DO NOT use any Unity API calls, you can use the normal .Net/Mono API for this....
@Marionette: You are right with the TaskDistributor. When creating it you can specify the number of worker threads the distributor will use...
Oh.. I see, I totally missed this point :( Well here are some important points to increase the performance. At the RenderTexture Settings: - Try...
I issued an update right now, version 1.5 it may be only at the end of the week or next week. But you can still grab the version from the start...
Hi there, I am finally back in town.. @tr1stan: This looks like an internal Unity engine assert, something which should be a class does not...
@LostPanda: You will need to load/process as much as possible in a seperate thread and then transfer control to the main thread so that you may be...
FXLab 1.2.0 has been accepted into the AssetStore, the payloadz version will soon be uploaded too. Here the changelog: - added more PP effects -...
@vampir26: You have several options here. 1. Add multiple FXReflectionTextures, for each plane one, add the plane defining GO to the Plane slot....
@im: The scene I uploaded is bugged as hell, I told that my colleague and he promised me to fix it ASAP, I think I will reupload it in around 3 or...
Did you import both elements into one project (Weapon_Sniper is not present in the island scene)? My colleague told me that he didnt test this...
I will tell my colleague about this error, he made the scene and should know why it broke. Sorry for the problems that made.
Hi, to fix the shockwave problem: Delete the FX Texture Assigner component attached to the Shockwave GameObject, it will automatically readded...
Everything should work correctly when using orthographic, but I didnt test that, I say that based upon how FXLab works. Regarding the shockwave:...
Its not correct, thats true, looks like the RenderTexture where not properly generated, you can look into the textures by clicking the Main Camera...
No, thats no error on your side, you use the DX11 mode, the FXLab shaders have problems with it. I fixed the issue, but didnt release the version...