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When you say fragmentation, are you referring to large packets? Or hackers messing with the server? We already know how we are going to do...
It's still pretty young at the moment. Just got RPCs functioning yesterday, and we need to ensure the threading part is completely safe...
@vis2k Just thought I would throw an update your way. We decided to op out of Mirror and make our own networking system. We went with UDP and we...
Thanks. However, I've tried switching over to generic network messages but I had an issue. It causes clients joining to sometimes fail and...
Yes 4000 is a lot. With the heavy optimizations we have done for bandwidth, it should be possible, and that's without any network culling or LOD....
Thanks so much, I never saw this command in documentation(Might have missed it?). Another question, why is it that unreliable messages have a...
Thanks for the advice. However, with more testing last night, I actually concluded that the bottle neck seemed to be on the client side. The...
Hello. We have been looking into and testing mirror networking for a large scale PVP using telepathy transport. We have a problem though....
We are working on Steam invites for our title on Steam which uses photon networking. So far we have in game invites working perfectly, but we are...
Anyone?
I am the lead developer for a large open world game called The Black Masses. We released a demo for our game some months ago and have received...
So I've come to a very frustrating discovery. DrawMeshInstanced does not work when using SetReplacementShader specifically in a windows build. It...
This is really frustrating me. I am working on some custom Area lights and worldPos goes to (0,0,0) when inside #ifdef SHADER_API_D3D11....
That's pretty crazy. My method isn't really taking any extra memory. I'm creating a much smaller array a whole bunch of times. I found I wasn't...
That's what I figured. This is for high end PCs. So is there anyway to manually allocate memory without having to do this silly work around?
So I've been working on a massive scale crowd technology for some time now. It seems, when you are working with this much data in threading,...
Thank you so much. Believe it or not, you were on to something. I had a 'Try/catch' wrapping around one of the forloops which had the error log...
I'm working on a crowd technology. The system deals with a large amount of agents and data. I've been extremely careful to pool and reuse...
It turns out that Unity 2018 requires that any code referencing "vertanim" (or any buffer) later in the script needs to have the #ifdef/#endif...
Ever since I upgraded to 2018, I've been having a huge issue with my shader. In my shader I declare a structured buffer. #ifdef...