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I know I'm bumping a dead thread, but for what its worth, I feel that building some levels with a BSP tree backbone has some advantages that make...
Problem 1 (NOT) Solved: There seems to be a very odd bug in how the callbacks for UI layout calculation interact with rendering threads. It is...
The first issue - freezing but only in builds - happens on other computers. The others? Not sure, and don't have a means to test that.
TL;DR version of my pain: A freeze occurs when scrolling through an inventory, but only in builds; never in the editor. When I attempt to make a...
Yep, definitely works! Thanks!
I think this solves it. Though, I'm kind of taken back that this is the solution. You'd think that they'd have written this property to be robust...
2021.3.15f1 I think it is possible that the mesh itself is the problem, as I've tried another fairly complex mesh with 2 submeshes and it works...
Original mesh: .triangles.Length: 392208 .subMeshCount: 2 .GetTriangles(0).Length: 385680 .GetTriangles(1).Length: 6528 Copied mesh:...
I'm trying to copy the contents of a mesh (vertex positions, normals, and triangle indices) from a source mesh to a destination mesh. The end...
As the problem went away I'd have nothing to show, but otherwise this would be great advice. However, if this does happen again, I'll be sure to...
I've had this problem recently. The lightmap was flawless in the editor, but in builds it had bizarre artifacts like blocky textures and patches...
I'm struggling to understand how backwards compatibility is a problem. This issue only occurs in builds, and content generated via builds is...
Conclusion: Joint.currentForce is useless; it just returns a change of the Rigidbody's momentum (no change in velocity? returns 0). Sadly,...
Yes of course, though this is a general rule and isn't special for this case.
If I am interpreting you correctly, you are suggesting that when I want to accumulate values, instead of adding to an element I should increment...
Something along these lines is what I was hinting at. I'd have to add special handling for the first read operation (which take the form of...
Sorry, I should have been more clear. I assumed that UnsafeUtility.MemClear could not be used as a job and was using it on the main thread....
Can you clarify what you mean by "compute work"? Given that all of this is work done by a computer, that doesn't narrow it down much. :p
Can UnsafeUtility.MemClear be called within a burst-compiled job to quickly clear memory? If not, what other options are there? What I need: I...
I'm trying to create a build (with IL2CPP) for testing purposes. However - this is new behaviour - whenever ANYTHING logs an "error" to the log,...