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I am trying to find the current location of UdpKit. The github page at https://github.com/fholm/udpkit is gone and I can't find UdpKit under the...
So the Emberscape codebase is now converted, everything went over very smoothly and the game runs just fine. I should probably put a version...
I did some testing in a fairly extreme case, with a processor that wants 5 different components. The performance went from 8.49ms for 1000x calls...
Ok I've done the changes and checked them in. Original AsteroidProcessor [ProcessorOptions(typeof(Asteroid), typeof(VectoredMovement),...
I don't like having to add a bunch of stuff to each processor but I see what you're getting at here. I'm going to do some poking around to see if...
Things that are only accessible via Unity's callbacks are a bit of a pain. You have to take the data the way Unity provides it and turn it into...
Thanks Rick for digging into this. Collaborating with people is the entire reason we made RobotArms available and started to promote it. I had...
I see now what you're saying. I would slightly disagree that one big monolithic component that does the same thing that the 5 different parts in...
I don't agree that avoiding calls to GetComponent is a rule. I think calling GetComponent<Transform> repeatedly is problematic, or at least it was...
Well you're free to make the components as granular or broad as is appropriate for your application. Having 1 giant data object seems pretty hard...
Perhaps I'm not being very clear in the benchmark. In once case there are 1000 objects each with a MonoBehaviour setting transform.position once...
The first thing people latch onto is always the calls to GetComponent :) I believe this comes from the fact that getting the Transform component's...
I got tired of trying to endlessly fight the hydra that is inter-component dependencies. As much as I tried, it always seemed that component A...
I fully agree that the docs being down is super annoying, I just wanted to point out Slinq isn't totally unusable.
Slinq definitely contains an Any method, did you remember to .Slinq() the collection first? To get it running on Unity 5 you just need to comment...
Is there a mode that prevents placing overlapping tiles? I have ground tiles that are 4x4 units and it's pretty easy to place one slightly...
I see there is a IMoveCost that you can provide to the system but I can't find any API docs that would let me see if I that would solve my issue....
I see here on this thread that Apex supports the concept of node traversal costs. My question is, does that data need to be created...
Haha I was going to say I had tested that and it all seemed to be working. Glad to know you figured it out.
I've been playing with porting my app to WebGL, but the conversion errors out on Rewired_Core.dll. Has anyone tested Rewired with WebGL and if so...