Steven Vergenz
Steven Vergenz
Could you provide more details for this? Which app, and which exceptions? Generally, the SDK tries to guarantee that any exceptions bubbled up to user code are actionable. Even some...
This is by design, to maintain physics synchronization.
So when an object is invisible, we should locally disable its collider as well? I guess that works with our current single-simulation physics system. Or do you propose ignoring them...
After in-person discussion, we decided that the best solution to this issue is to allow `collider.enabled` to be a group mask as well. This is because the collider's state should...
#328 talks about game layers, not layer masking. Reopening this issue.
Please add an expected client/server message flow to this document. It's unclear to me how a transfer would be initiated from what's here.
Counterpoint: if the meshes have different color properties, they're not identical, so it would break batching anyway. That's sort of the point of GPU instancing, they have to be totally...
Is it conceptually possible to produce strings that are sanitary for every application? It seems more straightforward to expect user code to sanitize all inputs into a system if it's...
We did this in the browser-based Altspace SDK, and it added a lot of complexity (read: hard to debug Unity-side and hard to optimize app-side) for very little benefit. How...
glTF loading is asynchronous, so any operations you do on a glTF actor without waiting for it to load are going to be done in the dark. If you try...