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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
To prevent such ugly update effect you can try to set 'ImposterController.updateBehavior' to
You need to try CameraDetector.ignoreImposterSystem.
If you did so and got this error then let me know, because I do not have such error.
Hi! Thank you for purchase!
Imposter System works really bad with fast-moving cameras, which is the cost of performance.
I think there is no way...
I don't know what is special about synty nature models, but it works fine with speed trees.
Recently I tested and played around with new Unity's Job Systems.
From my tests, Jobs itself doesn't give much performance boost....
Yes, converting happens at runtime, but in general case only when camera sees object. If you want to create all imposters right after scene is...
Weird... Please, tell your unity version, ImpostersHandler's settings and Player's settings
Old version will not be deprecated after update. Current system has almost all you need.
New version will be in beta until HDRP and DOTS are in...
Make sure that 'Use 32-bit Display Buffer' in player settings is enabled.
That's what I already made with previous versions of unity(without SRP) and what result I expect from HDRP:
Faced bug with HDRP.
I want to render object to RenderTexture and have only this object on the texture.
Sorry for late response.
For now, I diving into HDRP. Already I can say, that HDRP will be supported only for unity 2019.x
Who said current version is not compatible with 2018.3? It works fine if don't use HDRP and LWRP.
HDRP and LWRP will be supported only for unity...
But I can say that in new version/iteration of my project I would use ECS and multithreading techniques that will heavily reduce load on CPU....
I 100% understand your position.
Please, don't buy this asset until I make a new version. It will not be just an update.
Today I faced problem with my android game. I had 27 FPS on device. With Profiler I was able to locate problem. It was WaitForTargetFPS. As...
This doesn't work.
Balls still collide each other.
Can you confirm, that you using forward rendering path?
Is imposter-texture dark or exactly rendered imposter?
I had a lot of pain with Unity Events, then with Event Delegate System, then with Events Plus, so I'm sure I have rights to leave such post...