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Looking for some feedback on our hybrid tower defense game Sentinels. It’s got some cool stuff, like first person shooting, manually activated...
What I'd like to see is an optional component for the game object with Animator attached that maps the animation data as a channel to one or more...
This is a very good question/point. I target 60fps, but run physics at 30. There are in fact many functions that do not need to run every...
I think this is likely a good start. I also pretty much think that's where a 'terrain' system should end. IMO half of the failure of the current...
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So using custom lighting shader with the signature... half4 LightingColoredSpecular (MySurfaceOutput s, half3 lightDir, half3 viewDir, half...
I have already addressed input, and think I've explained things well enough. I think people have made erroneous assumptions about FixedUpdate and...
AFAIK, that editor setting maps to Time.maximumDeltaTime, which seems to clamp deltaTime (if it did not, I'd call that a bug/design flaw). I...
I think the part of this that trips people up is not thinking about it in terms of what time 'space' you're working in. With respect to game...
So trying to get my app setup to not use the startup resolution dialog, but for some reason if I disable it the game will startup on the wrong...
So not sure when this started, but using 5.3.1p4, I cannot change the script used by a component/scriptable object. Is this a bug I need to...
FixedUpdate will get called less with respect to realtime, but it doesn't change with respect to game logic, which is the relevant issue in the...
No, FixedUpdate is not influenced by framerate in any way, it will always have the same time delta. What another poster was suggesting is that...
In Tetris only one thing is ever moving, so sure, the damage from variable timestep is minimized. However, you'd still be doing physics, it's...
IMO it's best not to get caught up in the idea of what's directly moved by the physics engine and what's not, that's more complex than it needs to...
So, had an intermittent crash in 5.1, and no response from QA, so decided to try to upgrade about a month ago since there were a few 5.2 features...
To be fair the input problem you describe exists no matter what method you use, and just gets worse the longer the stalls are. Ultimately, the...
For me it happens with a particle system that has no active particles. I can have a system that when it has none spawned, it'll throw about 30...
I agree. The mesh splitting is fine, it just needs to be done on meshes regardless if the data is coming from import or script in order to be a...