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I don't think element_wsc wants to calculate the frustum planes for a camera, but just for an arbitrary matrix4x4 and get an array of planes. I...
Oh, I see. I'm realizing more and more how everything won't work multithreaded. Even creating a gameObject in another thread seems fine until you...
Anybody know why Unity made their classes so as to prevent any sort of threading/multicore code? This would open up so many possibilities yet...
Oh, I see what you mean now. I did them in separate "plays" in the editor. I used prefabs for both, so there was no adding of components. I...
Making rigid body cubes vs static is actually worse for performance. I just did some tests. Making about ~620 of each took these times. (Using...
Oops, I guess you missed my reply that the meshes were dynamic, but the objects themselves are static. So they actually never move. I just need to...
Probably explains why I've stuck with Unity this whole time :S About 2 months on and off. Having 500,000+ rigidbodies doesn't sound like a...
It recalculates the entire scene graph? You'd think it would be better just to "add" to the scene graph, but I don't really have any background on...
Thanks for your insight! Could you explain more about this "scene graph" thing? Where do you learn about this stuff?
Static as in they never move. The mesh colliders need to change as I add and remove "box" meshes from it. Recalculating the mesh collider is...
Nope, all static. I just need a way to have a lot of colliders without having tons of gameObjects. (Mesh colliders work decently, but...
Basically I have a large amount of objects that I need colliders for. Like a large amount of objects. It has to be dynamic as well, so there's no...
Oops, I probably should have added that I tried this and it's not a very good solution. (I mean, it's like the only one out there but it's slow...
These kinds of restrictions just kill me sometimes ;) Anybody have any insight into this? EDIT: Having one gameObject per collider kills...
I don't know if this will work on mobile, but you might want to check out this class....
Ah, I see... Hopefully the managed C++ dll will fix this problem (I hope)... Yes, it's quite a troublesome limitation too! I was hoping that by...
Why a C interface? It says it uses C++. What about compiling it as a CLR/C++ dll. (The source is included!) EDIT: If only Unity would allow more...
Anyone ever look into this library for their collision instead of the slow mesh colliders? http://www.tsarevitch.org/ozcollide/
Oh dear, an external physics library, that sounds like it would impact performance... I'm going to try to work with Phys-x as much as I can here...
It would create way too many game objects for my application. (Did a test with that today actually and found it unsuitable) Thanks for mentioning...