Time resolution is insufficient
I'm concerned with the use of float everywhere in Unity, but especially for the Time class. After 72 hours of game time, 1/60 of a second will be below truncation error. And if you need millisecond...
View ArticleHandles.DrawBezier broken?
Just upgraded to 3.2, and I'm getting some weird results from Handles.DrawBezier(). Handles.DrawLine() works fine. This example is from the docs on Handles.DrawBezier().[CustomEditor(typeof(Thing))]...
View ArticleiOS Performance with multiple meshes
I am seeing non-intuitive iOS performance when rendering multiple meshes. I start with a single mesh which renders about 30K tris and 120K verts. If I render it as a single object, it takes about 3 ms....
View ArticleC# Floating Point Confusion
Consider this seemingly simple code: using UnityEngine; public class TestFloat : MonoBehaviour { private float x = 0.2f; private float y = 0.1f; public float SumFun() { return x + y; } void Update() {...
View ArticleAnimate-kinematic-interpolate not working together
Imagine creating a conveyer-belt, a baseball bat, or a catapult. You want to play an animation that can push around rigid bodies. This is easily accomplished by setting "Animate Physics" on the...
View ArticleDynamically disabling Dynamic Batching on iPhone
Does anyone know if dynamic batching can be enabled/disabled at runtime when running on iOS? It seems that it can only be controlled when running from the editor. The reason I need this is that I get...
View ArticleUnity crashing after beast completes
Using Unity Pro 3.4.1f on Win7 64-bit I am attempting to create light maps for a large scene. I have no problem lightmapping small portions of the scene (e.g. "Bake Selected"), but Unity hangs during...
View ArticleWhy do dynamic shadows not get batched?
Does anyone know why dynamic shadows don't get batched when all objects in the scene otherwise have no problem with batching? To see the issue just create a plane with "receives shadows" enabled, a...
View ArticleTime resolution is insufficient
I'm concerned with the use of float everywhere in Unity, but especially for the Time class. After 72 hours of game time, 1/60 of a second will be below truncation error. And if you need millisecond...
View ArticleHandles.DrawBezier broken?
Just upgraded to 3.2, and I'm getting some weird results from Handles.DrawBezier(). Handles.DrawLine() works fine. This example is from the docs on Handles.DrawBezier().[CustomEditor(typeof(Thing))]...
View ArticleiOS Performance with multiple meshes
I am seeing non-intuitive iOS performance when rendering multiple meshes. I start with a single mesh which renders about 30K tris and 120K verts. If I render it as a single object, it takes about 3 ms....
View ArticleC# Floating Point Confusion
Consider this seemingly simple code: using UnityEngine; public class TestFloat : MonoBehaviour { private float x = 0.2f; private float y = 0.1f; public float SumFun() { return x + y; } void Update() {...
View ArticleAnimate-kinematic-interpolate not working together
Imagine creating a conveyer-belt, a baseball bat, or a catapult. You want to play an animation that can push around rigid bodies. This is easily accomplished by setting "Animate Physics" on the...
View ArticleDynamically disabling Dynamic Batching on iPhone
Does anyone know if dynamic batching can be enabled/disabled at runtime when running on iOS? It seems that it can only be controlled when running from the editor. The reason I need this is that I get...
View ArticleUnity crashing after beast completes
Using Unity Pro 3.4.1f on Win7 64-bit I am attempting to create light maps for a large scene. I have no problem lightmapping small portions of the scene (e.g. "Bake Selected"), but Unity hangs during...
View ArticleWhy do dynamic shadows not get batched?
Does anyone know why dynamic shadows don't get batched when all objects in the scene otherwise have no problem with batching? To see the issue just create a plane with "receives shadows" enabled, a...
View Article
More Pages to Explore .....