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Unity 2019.3 Beta is out now.
Same for me. Any suggestions?
But 2018.2.1f1 still have this problem
// Create a texture. Texture size does not matter, since
// LoadImage will replace with with incoming image size.
Texture2D tex = new...
I use Unity 2018.2.0f2, but It seems the unity editor will crash when createExternalTexture.
It seems the problem is the verison of Unity. When I upgrade form unity 2017.1.0f3 to 2017.3.1, it works.
Update: It seems there are no problem on ios 11.1.2. It just happen on the newer version.
I found a problem of the unity arkit sdk recently. It seems in the newer ios version since ios 11.2, but I didn't test it in every ios version....
Every lines have perhaps 32 points and there are maybe 10000 to 50000 lines. So I need to call thousands of simplify functions. Is it too much?
But the simplify function will think the input data is a continuous line. E.g a line from a to b to c would be 3 points. it's the same as line...
OK. You mean I need to preprocess the vertices data before rendering.
1. But for public static void Simplify(List<Vector3> points, float...
Thanks! I will take a look. I'm not familiar about LineRenderer.
But I think it just draw the linestrip. If so, each line needs a LineRenderer?
ok. It means vertices are also 32 bit if indexfromat is 32 bit.
Does it also support 32 bit vertices? I only see a indexformat in Mesh.
Thanks! I will have a test about it.
But I can still set no more than 65536 vertices or indices in one mesh？
If I use MeshTopology.Lines, there will be a lot of duplicate vertices. Because I need to draw curves actually.
For example, If I have 10 points...
As we all know, we can set a lot of triangles no more than 65536 faces in one mesh. Now, I want to draw a lot of lines(more than 10000). When I...