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Yep, guess redifinition can be fixed in alpha, I not checked it, I just “fixed” your problem on my current version
Yes I’m on latest beta :) 2019.3.0b7 :) and this video from it (you can see in the corner)
SG generates it.
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" cause of...
Most parts is RenderMeshSystemV2 , but animation is our custom Graphics.DrawMeshInstancedIndirect.
Ah it's SG, I prefer write shaders manually :) And it's SRP, I'm not digged in to SRP shaders deeply yet (I mean complex shaders like I write...
You can attach profiler to build.
Show your shader, I guess you, maybe, not set instanced buffer properly :)
In addition - profile it in build, not in editor. Editor have safety checks, job debugger and other overheads.
After many years of VS I switched to Rider 1.5 year ago, and it was my best IDE choice decision :)
Switch to Rider :)
It was in changelog: https://docs.unity3d.com/Packagesemail@example.com/changelog/CHANGELOG.html#0012-preview32---2019-05-16
Just compilation of what we have now:)
Btw if some one will go to DevGAMM Minsk 2019, come to say hello :) we’ll be showcase and I will be speaker...
What says profiler attached to build, what cause performance drops?
If this job in system and handle dependency it wouldn't live more than one frame and will be completed before next update.
You should do it by yourself through bot (if I remember right)
1 will be fine
Again it’s depend on many circumstances. Possible and fine - both. It’s depends on size of array, how many time it require for allocation, fine...
You should use Persistent allocator, it’s exactly what I told. You allocate it in system creation and dispose only when system destroying. Cause...
DOTS physics now working not in fixed timestep. It’ll be changed later. Workaround how to use fixed timestep in DOTS you’ll find in DOTS samples.
It’s depend. But for your case, allocate it in oncreate and dispose it in ondestroy.