In updating from v2 to v3.0.3, we're encountering a Unity hard crash "Fatal error in gc too many threads" when a scene with various Particle Playground emitters is loaded. Each trail point is now relying on their own delta time which results in a consistent behavior no matter the time between calculation cycles. This was mostly noticeable on particle systems generating a higher amount of trails (~200+). This made each trail point inconsistent in their length as time would be updated slower when skipping calculation cycles. The Playground Trails was relying on a global delta time to update all trail points. Playground Trails having inconsistent length upon calculation cycle frame skips.Occasional Editor freezes when having the Playground Wizard open and hitting Playĭue to the Playground Wizard checking the online version using a non-asynchronous method the Unity Editor could freeze before the returning timeout.Some example scenes got broken in the Unity 5.3 compatibility update due to a miss in PlaygroundNextScene.cs. The implementation is still experimental where additional updates to the multithreading architecture could be needed in further releases. Particle Playground projects should now be able to build towards Universal 10 apps. Note that the shader for the trail material needs to support this to have any effect. Playground Trails can now be set to cast and receive shadows. Playground Trails shadow casting & receiving.Update 3.0.3 is available, it's a smaller one taking care of the recent found bugs, adding Playground Trails shadow casting/receiving settings and Universal 10 build support (experimental/beta implementation).
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