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If Burst is supported on your platform, then the particle jobs can run really fast using Burst. But if not, you can remove the BurstCompile...
Sounds like maybe you reached the Max Particles limit? It’s in the main particle inspector, try increasing it.
The scene view particle info will...
Here’s the issue tracker link: https://issuetracker.unity3d.com/product/unity/issues/guid/1274851/
(Might take a few hours to work as I only just...
Hey, unfortunately we decided not to fix this.
There is no obvious way to map PPU to particle sizes (as far as we can see, anyway?) because one...
I recommend asking in https://forum.unity.com/forums/universal-render-pipeline.383/
I’m not sure what the answer is, sorry.
Hey, thanks for the report. We are testing a fix for this. Sorry for the inconvenience!
Hi, no, we don’t have anything like that currently.
I just want to add some info about this case: we looked into it and we know why it’s slower.
We issue some commands to the OS once per file, such...
It seems like maybe it's a bug.
If you can submit a bug report we will check and fix it if possible.
Until semi-recently, blend shapes forced the skinned mesh renderer to update on the cpu.
In more recent unity versions, we can do gpu skinning...
Hi, we’ve finally fixed this, so that a stop action won’t be triggered until all a system’s children/sub-emitters have also stopped.
Please submit a new bug report if possible.
Thanks - I’ll keep an eye on the bug report and see what becomes of it - I’m interested in how this turns out too :)
I’d be inclined to submit a bug report for this. We *should* detect which way the UVs are “travelling” during import and apply tangent flipping to...
Try adjusting the Camera near/far clipping values
You can't access a LineRenderer in a job.
You can build a NativeArray of line segments in the job, then decide how to render them.
Are other renderers like meshes or sprites affected by canvas group alpha?
The first answer to this post looks to give a decent summary:
Yes I believe so! Thanks for pointing it out! :)