A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Wellll... there's always a little something, like the C# 8.0 switch expressions ( as described in...
Even in editor, it's likely triggered only in special cases (and only on the macOS, and only when using Metal as the rendering API... YMMV. On...
We've had our iOS builds crash with the latest 2020.3.30f1-3.31f1; presumably the same bug is manifesting in all Metal builds and the editor - we...
As one thing that I had problems with initially, the Android SDK/NDK paths are per-user settings, run Unity first as the Jenkins user and make...
Our game isn't even using Unity's physics, but I had both 5.6.0b9 and 5.6.0b11 hang up two different systems (Windows 10 with latest patches, GTX...
Thanks, this makes sense and should be rather trivial for me to implement. Actions in our game are already logically limited so that there can be...
Sorry, I thought the initial post in this thread said 2ms but checking now it says 1ms - I don't mean you have an extra delay, I just wondered...
By the way, if there's a 2ms minimum delay before packets are being sent in multi-threaded environment (delay with thread yield), when are they...
It seems my Android-Win issue was just something unrelated to the network library itself, and I've not had it replicate since. However, I'm trying...
With a bit of added testing, SendDelay etc. seems to work fine. I'm experiencing a bit of slowdown on my GearVR version, which was probably...
Well, I didn't get an error that would tell me exactly what was going on - only a very heavily fluctuating latency which to me suggests that maybe...
Thanks, I'll see if this works for me - I just want to know the latency in finer granularity than number of frame when the packet was received....
We're using the latest build on a real project and so far everything seems to be working quite nicely - our local multiplayer over Wifi is now...
Did you try setting SendDelay to a smaller value than the default 10.0f in the network configuration?
This is good to know and resolves most of our issues during development right now. One important point, though; since the new UNET implementation...
We're probably going to be okay if there's going to be merged updated 5.4 versions - we just can't get stuck on a single patch release at this...
[IMG] On a more serious note, we finally managed to get our networked gameplay for Sociable Soccer working within 1 frame of latency on local...
You might want to try and see if the recently released beta with the new networking code helps your situation; the send buffer can get saturated...
While I find it mind-boggling that Unity's built in UI elements do not support any kind of string tables, data binding or localization out of box,...
Thanks @Flipbookee for the new version. :) I went in again and added my preferred pageup/pagedown behavior - that is, holding the vertical...