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So I have not check here in a few months, did the possibility of these fixes being added to unity3d main branch go anywhere?
This is probably not the best solution but I just made the characters a child of another game object that's only purpose is to set the start location.
Anything that will softlock the game if the time deltas gets too high or low but physics is the most common.
Your are meant to put critical logic in fixed update and only use the frame dependant update for input and display.
Unless your making a turn based tactics game that absolutely needs your character locked to a grid I would go with the second option as a unity3d...
Can anyone at unity comment on the repercussions of disabling updateDisplayListInUnity.
I suspect this bug is only reproducible on apples test automation setup. We even tested with airplay on a apple tv and still could not duplicate...
You don't want infinite loops since now 100% of your computer resources are just going in circles try putting if...
Does anyone know if apple tests on real devices or a emulator?
It was a gradle error however I did go through the full logs and did not find anything useful, all the error logs make it seem like a process...
2243: [Unity] at UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit...
Aside from bugs I wish HLAPI was more modular and did not depend on post compile to function.
I am not sure what fmod version unity3d uses.
If it cannot find a position it still returns true but NavMeshHit.position equals the source position.
On a canvas withing another canvas the sorting layer menu is hidden unless override sort is checked, unchecking does not change or reset the layer...
If your using a pre 2017 editor try updating.
For unity non ui input handling //method called every frame void Update() { //if mouse button down if (Input.GetMouseButtonDown(0)) { //do stuff...
Is the playable graph ever going to be merged in the main unity code base? The graph visualiser will not compile on 2017.3 beta.
Do you mean just unet or the unity multiplayer relay servers, if so it depends on if you wan local hosted or dedicated servers.
They need to be the same prefab since HLAPI used hash codes to find prefabs. Currently I have a net prefab that loads a inner prefab depending on...