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Went and reverted to 2021.1.28f1 and downgraded to URP 11.0.0 - issue is resolved, so as far as I can tell this involves a change in the 2021.2+...
Same issue for me, the transformation gizmos do not show if there is a light or camera component on an object - they WILL appear if those...
I've started the task of learning how the SRP really works (rather than just modifying the LWRP or HDRP) but there's remarkably few resources...
Thanks donny, I will try refactoring to use messages instead of behaviour serialization. Some more digging (since it has really been bugging me...
Thanks for your time, donny It is part a matter of information complexity being more than reasonable to try to work out with SyncVars, and part...
Data is already being successfully serialized/deserialized to/from clients, but I am trying to get clarification on certain behaviours and best...
There are virtual servers you can get for development for around $5/mo. These will typically be running Linux, but there are guides online to get...
I'm getting a bit bothered by my lack of understanding of what is really going on with NetworkBehaviour serialization. To confirm: I am overriding...
These would require a centralized server hosted by you. The game should use an HTTP request and fetch formatted message data (XML/JSON would be...
On this page there is an estimates calculator: https://unity3d.com/services/multiplayer
Perfect, thanks! I'm not sure I would have caught on to that requirement, might be something to consider in the docs, for which properties can't...
Hiya Eric, new to Vectrosity and have been scratching my head on this for an hour or so trying to figure out what's probably a dumb overlook on my...
Thank you Emma, I was so confused why it is apparently so difficult to get this extremely conventional behaviour (submit-only-on-enter (edited...
I'm not entirely sure what's up with that; you're not doing any more operations directly on the Transform, only moving it via rigidbody forces...
This might be what you're looking for? Material.renderQueue At the shader level: SubshaderTags
It looks like you are incorporating physics but then you are also operating directly on the transform with transform.Translate - generally this...
Thank you very much, this is just what I needed; and through some extra searches it seems to be only a C# convenience.
Hi there, I'd tried to search, but I'm not sure what the specific term for this is: I want to be able to do arithmetic with my data classes; I...