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I'm not sure if this is a Unity, a Resonance Audio bug or if I'm doing something wrong, but on Unity >= 2018.2.2f1 the HMD's rotation (possibly position too, but untested) is ignored on a playing Audi…
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Is there any best practice for checking against object collisions with KickJS? Picking points with many well-placed cameras and using the calculated distance (pickObject.distance) in the next frame is…
groe updated
11 years ago
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Description
I have an issue where when a client shutdowns their Network Manager while it is trying to join a lobby, the host of that lobby then breaks. This will also occur if the client closes the g…
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As the title suggests OnApplicationStart can run too Early on some Mono Games.
This causes unintended behavior for things like GameObjects when instantiated from OnApplicationStart.
Resulting in it …
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Because of how map rendering works, walls can be drawn over the `Roof` layer:
Map rendering should be changed to use a depth buffer approach instead of trying to draw each entity in the proper or…
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It seems Rive are officially working on a Unity Runtime, which is very exciting!
https://feedback.rive.app/94
It seems like they're building it on top of Skia directly, which is also what flutte…
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This is intended to be a meta-issue tracking possible performance improvements by micro-optimizing stock methods.
The focus is mainly to try get ride of some overhead during part compilation and scen…
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Afternoon, so I have been struggling with this question quite a bit now (spawning bullet prefabs and syncing tire materials,trails,values over the network) , but the way I have been trying to do it i…
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Clicking on buttons de/activates Gameobjects. A cool transition effect should make the ux morec responsible.
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When anyone destroys the gate it is visible correctly - BUT when this happens if you are dead (graveyard) OR far from the gate which was destroyed - it is not visible for this person who was far from …