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If I understand correctly a fresh download of the game is equal to an install. - What happens if I go out of business, I no longer offer my game...
We still haven't upgraded to 1.0 on our project. For many reasons but this bug was a blocker. Good to know that there's a work around. I have no...
Hmm, does it take the same amount of time if you right click on your "Assets" folder and select "Refresh"? I don't have a large project to test...
This new behaviour was bothering me so I wrote an editor script that matches the old behaviour as closely as possible. This also prevents the...
Well, that answers that. No sense in spending any more time barking up this tree. Thanks @dude_rtfm!
I've been playing around with the Platforms package (0.51.1) and haven't been able to get batch building from the "Build Manager" window working....
I think I just responded to your Reddit post too but just in case it helps someone else. I had this issue (same error stack) and adding the...
I don't think that's the case. The object[] is an out parameter on the C# object. The serialize method populates that array and you're then...
Ran into an issue when working with SerializeUtility. The unityObjects parameter is typed to object[] on both serialize and deserialize. Any idea...
Unity: 2020.3.34f1 Input System: 1.3.0 I've been attempting to implement the ability to have the Input System trigger an action when the player's...
Pulling in Debug.Log messages allows us to include messages from 3rd party code, including those from the Entities package, in our logging. By...
I'm working on adding burst support for an existing debug logger that we have developed. I'd like to intercept Debug.Log messages from Burst...
Digging deeper the issue seems to be that Unity.Entities.Editor.LocalWorldProxyUpdater.PopulateWorldProxy() hard codes an array of top level...
Curious if you've tested this vs using the Unity.Entities.MemsetNativeArray<T> job. I have to imagine your implementation is faster but am curious...
I have this issue too. In my situation I've added a new top-level PlayerLoopSystem to the player loop then added a custom ComponentSystemGroup...
Completely interleaving the systems would suffer from the BeginCommandBufferSystems issue I mentioned above where work for a world can be...
I've been working through a concept where different locations in my project are each simulated in their own ECS World instance. In playing around...
Ok so calling my observer methods (which schedule jobs) from the OnUpdate method of my EnvironmentLifecycleSystem didn't work. However find a...
Yea, looks like we'd just need a way to flip the SystemState.NeedToGetDependencyFromSafetyManager flag...maybe call m_JobHandle.Complete() on the...
Thanks, that's what I was afraid of. It's too bad the per-component type read/write fences aren't exposed to us or at least the tip of the...