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@hoshos I only need 1 simple piece of cloth to be simulated so single-threaded could still work for me. However, when I make a WebGL build, the...
@hoshos Is there no way to get MagicaCloth2 to work on WebGL?
Hi, I'm trying to set up a Basketball Net using Magic Cloth 2 but I must be missing something. The proxy mesh is simulating fine at runtime but...
Ah, thanks @Alexey.
@troylightfox 2022.3.4 was recently released but I don't see any changes in the changelog relevant to this issue. If you have direct communication...
Just realized that even the scripts in the Editor folder are getting included in the player builds due to how the Asmdef is set up. It's at the...
I moved the following folders and files into the Editor folder without any compilation issues
Hi @PatrickKa, is there a new update coming soon that might take care of the .dll and the PerfectCulling ColorTable.asset issue? Also, I see that...
Also, the PerfectCulling ColorTable.asset file is getting included in builds and adding 180KBs of data, which I assume is not needed at runtime.
Btw, the pc_renderer_vulkan dll file in the package is marked with "Any platform", which causes it to get included in builds. I only realized this...
@PatrickKa I'm interested in culling dynamic objects. Would it be possible to have the current system mark cells in the 3D world grid as occluded...
I released the version of my app which I downgraded to 2021.3.17 and the issue is now also gone in Android. I'm using latest supported URP package...
I downgraded to 2021.1.24 which seems to have fixed the issue for iOS but not for Android. Now I'm also releasing a version with the project...
Same here with 2022.2.2. Very frequent crashes on both iOS and Android! Now trying to figure out if it's caused by engine version upgrade or...
And is it possible for MeshBaker to simply create updated versions of the meshes in question instead of combining them? I don't want them to be...
Hi, I wonder if the following functionality exists in MeshBaker. Take a look at this model shown in Blender: [ATTACH] I'm looking for a tool...
Hey @PatrickKa, that's great to hear. I've shortly tested it in my project and the new code path works without problems. Thanks!
Also, am I right in assuming that this system does not consider shadows when calculating which renderers are visible from which cells?
It looks like the BitStreamReader could be optimized. Making function calls to read single bits seems a bit wasteful. This screenshot is from...
Alright, thank you :)