issuetracker.unity3d.com/issues/memor...
this is not solved, I can repro it in 6000.1.7 and 6000.0.26
all the cancellation tokens in the screenshot are leaked from InstantiateAsync
issuetracker.unity3d.com/issues/memor...
this is not solved, I can repro it in 6000.1.7 and 6000.0.26
all the cancellation tokens in the screenshot are leaked from InstantiateAsync
The comparison window misses two fundamental features (why?!)
I need to be able to compare just the resident memory
I need to be able to compare the Memory Map tab too!
I am doing this work now without the comparison help
The comparison window misses two fundamental features (why?!)
I need to be able to compare just the resident memory
I need to be able to compare the Memory Map tab too!
I am doing this work now without the comparison help
docs.unity3d.com/Packages/com...
docs.unity3d.com/Packages/com...
I set it 60 and it adds 11ms to a frame that lasts 11ms? WTH is going on here?!
I set it 60 and it adds 11ms to a frame that lasts 11ms? WTH is going on here?!
So many things that could be theoretically done with generics have never been considered by the C# language committee
So many things that could be theoretically done with generics have never been considered by the C# language committee
if (IAmMakingAPoint == false)
is much clearer than
if (!IAmMakingAPoint )
if I use == false, then I can assume that
if (IAmMakingAPoint)
is for true
if (IAmMakingAPoint == false)
is much clearer than
if (!IAmMakingAPoint )
if I use == false, then I can assume that
if (IAmMakingAPoint)
is for true
While I found the ultimate and correct solution to my problem, I would say that Addressables.InternalIDTransformFunc must be applied also to the asset bundle dependencies when these are fetched by BundledAssetProvider. It seems to be an oversight. #unity3d
While I found the ultimate and correct solution to my problem, I would say that Addressables.InternalIDTransformFunc must be applied also to the asset bundle dependencies when these are fetched by BundledAssetProvider. It seems to be an oversight. #unity3d
- Initialise the camera render targets before culling
- ensure that on beginCameraRendering the camera targets are already usable.
Similarly OnCameraSetup should run before the culling and not after..no reason to not do it anyway right?
- Initialise the camera render targets before culling
- ensure that on beginCameraRendering the camera targets are already usable.
Similarly OnCameraSetup should run before the culling and not after..no reason to not do it anyway right?
it will look like:
it will look like: