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Before yesterdayUnity Forum

HDRP Local Volumetric Clouds draw order vs. other transparent objects and particles.

Setup:
- HDRP 14 and Unity 2022.2.1
- LOCAL volumetric clouds, relatively close to the ground.

These clouds are local, and they will correctly obscure our sun and moon physical objects in the sky, which are both opaque objects sitting at a distance beyond the clouds. So far so good!

But, we also draw stars particles at night, on a huge sphere far beyond the clouds. This is done using the VFX system. These stars are incorrectly drawn over the clouds. So it appears that the local clouds are...

HDRP Local Volumetric Clouds draw order vs. other transparent objects and particles.

Wall Detection will work only when facing right.

Hey.! Just set up a wall grabbing animation and noticed the bool is only triggered when my player is facing right, and not on the left when hes flipped. Any Ideas.?
Code (CSharp):
  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Runtime.CompilerServices;
  5. using UnityEditor.Experimental.GraphView;
  6. using UnityEngine;
  7.  
  8. public class PlayerController : MonoBehaviour
  9. {
  10.  
  11.     private Rigidbody2D rb;
  12.     private SpriteRenderer sr;
  13.     private Animator ani;...
Wall Detection will work only when facing right.

Poor performance of DeformationManager.LateUpdate() with many skinned sprites

I am running into an issue with my game. I have made heavy usage of skinned sprites (via PSD Importer) and I am currently testing spawning 50-100 on screen at one time. I'm finding that perhaps this isn't a good thing to do.

Up to 20 to 30 is fine, but once I get more than that on the screen, my frame rate tanks. When 80 or so are on screen, I end up getting about 15FPS - the CPU main thread taking about 80ms, and render thread about 43ms. Note, I'm making ~1500 batches, saving only 9! More...

Poor performance of DeformationManager.LateUpdate() with many skinned sprites

Access RO Data from other entites or NativeArray for best performance?

Is it faster to access readonly data from around ~ 5 - 50 other entites in IJobEntity with index calculated in a job by either:

1. [ReadOnly] NativeArray<>
or
2. Somehow get access to other entities?

entity count is 10k - 1kk.

Still wrapping my head around ECS but its fun learning it.

Can I use dynamic entities without localTransform component?

Not sure if my question is stupid. Im new to dots :/
In the unity doc about transform concepts it says that localtoworld component is used for rendering the geometries. As well as its possible to remove automatic update from localtransform to localtoworld.

So can I remove localtransform from my entities and just update the localtoworld transform? Entities dont have colliders so its only about rendering.
And if so, how do i remove the localtransform? Maybe use different allocator in GetEntity?

Making a "Win!" UI Panel appear when the score is 1

I get this error again NullReferenceException: Object reference not set to an instance of an object. I can't use static anymore, since it deactivates the gameobject.

//first script


public class PanelActive : MonoBehaviour
{
public GameObject Panel;
private Score scr;
// Start is called before the first frame update

void Start()
{
Panel.SetActive(false);
}
public void PanelActiv()
{
Panel.SetActive(true);
}
// Update is called once...

Making a "Win!" UI Panel appear when the score is 1

Save File seems to get corrupted after game gets compressed into a zip folder.

Hello, I am actually not sure what subforum I should be posting this topic on, so please correct me if I didn't put this post in the right place.

For some reason, when I compress my unity game into a zip folder uploading on Itch.io and downloading it off that site to test if the game works, my game is either no longer able to save or load data for some reason, before the game is compressed the save system works fine, so I believe it has something to do with compressing the game and...

Save File seems to get corrupted after game gets compressed into a zip folder.

Unity cutting 25% of staff (new round of layoffs)

Quote: "Jan 8 (Reuters) - Videogame software provider Unity Software (U.N) will target laying off approximately 25% of its workforce, or 1,800 jobs, the company said in a regulatory filing and internal company memo on Monday."

“We are … reducing the number of things we are doing in order to focus on our core business and drive our long-term success and profitability,” Whitehurst wrote in the memo to all Unity employees on Monday....

Unity cutting 25% of staff (new round of layoffs)

Unity cutting 25% of staff ( ew round of layoffs)

Quote: "Jan 8 (Reuters) - Videogame software provider Unity Software (U.N) will target laying off approximately 25% of its workforce, or 1,800 jobs, the company said in a regulatory filing and internal company memo on Monday."

“We are … reducing the number of things we are doing in order to focus on our core business and drive our long-term success and profitability,” Whitehurst wrote in the memo to all Unity employees on Monday....

Unity cutting 25% of staff ( ew round of layoffs)

Opaque materials not rendering.

I have a procedurally generated mesh, everything was woking fine until I added a mesh collider. Theoretically the mesh collider wouldn't have to affect the rendering, however ever since the object stopped being rendered. At first I though there was an error in the mesh itself, but as soon as I assigned a translucent material the objet was rendered again, if I assign an opaque material the object disappears, change the Surface Type to Transparent and the object is rendered,...

Opaque materials not rendering.

Lobby and Transport up to date and throwing error.

On this line, I am getting this error.
_transport.SetClientRelayData(a.RelayServer.IpV4, (ushort)a.RelayServer.Port, a.AllocationIdBytes, a.Key, a.ConnectionData, a.HostConnectionData);


Failed creating a lobby, System.NullReferenceException: Object reference not set to an instance of an object at SimpleMatchmaking.CreateLobby ()


I thought I didn't have Unity Trasport up to date so I updated it to the most up-to-date version needed for Unity 2022 and I still...

Lobby and Transport up to date and throwing error.

How to interpret the profiler timeline with jobs (worker idle time)

Hi all,

the situation:
I do schedule about 20 jobs (no dependencies, all done wit the same code). They all just work on a slice of a big native array (color data).

The profiler shows that only some of my jobs are handled in parallel while others are executed back to back. I wonder why these jobs are not spread to some of the idle worker threads? Maybe I am reading the profiler wrong (am new to profiling jobs). Should I just trust the jobs system to do the right thing and not...

How to interpret the profiler timeline with jobs (worker idle time)
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