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I have a generic method like void MyMethod<T>() { ... } and when compiling with IL2CPP the method is missing for some value types I'm using. The...
A support ticket is probably needed to get an answer. LeonhardP has a lot on his plate I'm sure; and a ticket helps to make his efforts...
I'd love to see support for .net standard 2.1 sooner rather than later. So many awesome new things it adds like Span, ValueTask, ...
@VTheDrago0nS For your current case (different menus for your game) the statemachine thing suggested by @Stardog is probably the best solution....
Just stopping by to let you guys know that the problems I've had seem to be solved with the 0.2.0 version.
Nope, I can't spend even more time on this right now. But I'll try any new versions of the physics package as they get released.
The both of the events demo scenes seem to work. Unfortunately I don't have the time right now to debug what exactly is going wrong (in fact I...
@LeonhardP I'm concerned about this warning box as well. What does this mean for the future? I completely agree with what @RobbyZ said.
StepPhysicsWorld is running in the entity debugger (~3ms) and it runs on all the bullets Another thing that confirms it is that they're moving at...
I'd be interested in figuring this out as well, so I also tried to look for something but didn't find anything. This is similar to the problem...
Hmm I'm hesitant about introducing a loop there. However from experience I can definitely agree that burst optimizations are often really good....
That sounds like a really good idea. Straightforward, I like it! I will try that today. Also, adding each entity to each cell it touches: is...
I'm using ICollisionEventsJob and ITriggerEventsJob and none of them get used. I tried lots of things like adding/removing:...
I'm not quite sure what you mean, could you elaborate? The mapping isn't the hard thing I think. But how would I get multiple jobs to iterate over...
Hmm, I just realized that nested collections are not possible in the first place. NativeArray<NativeQueue<int>.Concurrent> will result in...
Hi, I want to use spatial hashing to quickly find nearby entities. I've spent quite some time looking into the boids example but the way it works...
What are the most important differences with LiteNetLib? When would I use Ruffles over LiteNetLib? And when not?
I pretty much agree with @nsxdavid so maybe I can express it in my own words to hopefully make it more clear. As it is currently, the syntax, the...
Our biggest issue with the UGUI is performance. The default layout components are so slow that we had to make our own (doing some intelligent...
For a real game, yeah definitely. Some will say "its so much easier" but that only goes for the most simple example cases (OOP is popular for a...