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In my tests URP is much faster than built in forward at normal meshes but I can't see any speed up at skinned meshes
I read that SRP batching...
a static sphere
and then noodling with the gradient values GI is broken again... oh i noticed it's in GPU, so yeah GPU is even more preview than...
and after adding a sphere the lighting is fixed...
see how the cliff walls show the blue of the equator only on one side
this is the same cliff in 2018.lts
the same happens when...
I heard LWRP trounces URP, what's your experience (hard data would be nice)
Cool, thanks. Since you're doing Quest stuff, you'll run some benchmarks first? You never know what's been regressing.
ok, so 2019.lts doesn't have that fix, that's why.
I'll try 2020.1 ... oh my, this is nice when gradient works!
what's the value limit...
the workaround was one line, no biggy
How do you like 2020.1?
For me resonance makes a HUUUUUUUUUUUUUUUGE difference.
So check that you're using i right. It requires tons of setup like resonance components on...
ok let me try that... how do i add back a script htat's removed? revert the whole project?
will do in the title, it's in unity 2018.4.25, it happens some times.
I rebooted the computer and it went away
my guess: APTX and unity don't play well together sometimes
my guess is prior to 2020 it doesn't show and needs to be nested inside a serializable class
the autocomplete doc needs to reflect that
note: add the download link inside the editor settings/cache
the sun, the only light here, is a mixed light
all other light is realtime
oh ok gotcha
fixed in which version?