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Sounds like you have Tuple types that are getting used instead of the TupleS from the Smooth.Algebraics package. Try replacing all usages of...
Can I see an example of the Type and Argument errors? And what version of Unity and API compatibility level are you using?
If you want time precise input, the API has to be independent of the Unity event cycle. FU doesn't run at fixed intervals in real world time, it...
For the love that all that is decent, just give us a solid API that lets programmers get the states of all connected devices without needing to...
public class GameController : MonoBehaviour { private List<Unit> units; protected void Update() { for (int i = 0; i <...
One reason why CC.Move() is expensive is that CCs won't move through things, unlike even continuous rigidbodies. And that robustness comes with a...
Smooth.Foundations is a C# package that provides basic classes for boosting programmer productivity and writing clean, maintainable,...
I try to minimize MonoBehaviours, dependence on the Update() cycle, and time spent configuring things in the editor. That said, I still try to...
I've been writing an FPS, not an MMO, but this was still a nice little read. Thanks for taking the time to write this up! I especially liked how...
Thanks, man! This code saves me time and makes me more productive every single day while putting nice round zeros in the GC column and keeping my...
I've decided to release Slinq (and Smooth.Compare) as part of Smooth.Foundations under the MIT License. The latest version isn't up on the asset...
Trying to index and element outside the range of the list / array is an error, not null. This situations seems like you should rethink your code,...
If the bullet is moving in the correct direction, your code would imply that its transform is oriented correctly. So I'd guess this is a problem...
You can't just separate the x, y, and z of a rotation like you're trying to do because of the way Euler angles work. At some point you'll want to...
I'm almost to this point and have found that the less I rely on the Unity way of doing things (scenes, massive number of MonoBehaviours on the...
Well that makes it sound like it's JIT then. What are the generic parameters of those collections?
Are you sure this is the case? Having a clip filled out in a prefab / scene object just sets an ID. The clip could be lazy loaded. I don't know...
JIT compiling the method and all the uncompiled methods deeper in the call stack? Loading resources (eg: the sound) into memory?