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This is consistent with how most image file formats store pixel data, and with how most graphics APIs work (including DirectX, Vulkan, Metal, WebGPU, but not OpenGL). By default, the 3D Shader of Cocos will multiply the tile Tilling and add the Offset, and it also supports the flip repair for RenderTexture.
You can now deploy your projects to all desktop platforms over SSH, as well as run a remote debug session similar to what we already offered for Android and Web. As the number of remote debug options is quite big by now, we’ve packed them neatly in a single drop-down menu ( GH-63312 , GH-70701 ). Jump to the Downloads section.
Framerate Optimization To address this, Unity offers several profiling and debugging tools. By merging compatible render passes into native render passes (on platforms like Vulkan, Metal, and DX12), Unity reduces the amount of data transferred between the GPU and system memory, significantly cutting down on memory bandwidth usage.
Programmers use coding tools to help them debug, test, and create software. Such tools help with data validation and other text processing tasks because they only need a few characters to implement complex searches. I3 is a lightweight open-source tiling window manager for Linux.
Back to REX Last time I introduced the engine’s base cell size that fits individual text characters, wide glyphs for square map tiles, and the new “quad,” or four map tiles in order to enable a zoomed effect. The first new class was purely to hold interface data that must be preserved during zoom events.
Changes to sub-nodes would result in data loss. Debug on hardware devices. It is also now now possible to debug a game running on an actual devices. Make sure to enable "Deploy Remote Debug" option in the remote options menu. Collision and navigation debugging. Instancing is one of Godot's best features.
CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ).
CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ).
CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ).
CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ).
Android: Add basic user data backup option ( GH-49070 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ). HTML5: Debug HTTP server refactor with SSL support ( GH-48250 ). Note that some of the changes in 3.4
Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).
Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ).
Android: Add basic user data backup option ( GH-49070 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ). HTML5: Debug HTTP server refactor with SSL support ( GH-48250 ). Note that some of the changes in 3.4
Entity View A very simple way to get an associated Entity for any given GameObject is to create a Component to hold that data. As a side benefit, you can look at the script in the inspector and see the Entity’s id which may be useful for a variety of debugging purposes.
Next Create another child of ParentPanel of the type Label named “AnchorInfo” We’ll put some debug info in this to also aid in understanding what is going on. This value is based on the stretch of our tile, plus any offset. These will help us visualize exactly what anchor points are lining up to. Size is similar.
NVIDIA Reflex NVIDIA Reflex is a toolkit to measure, debug and improve CPU+GPU latency in competitive multiplayer games. Enjoy great scaling across all GeForce RTX GPUs and resolutions, including the new ultra performance mode for 8K gaming. Access the NVIDIA DLSS plugin for UE4 here. Updates to NVIDIA RTX UE 4.25 The new NVIDIA UE 4.25
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