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Unaccounted time means that there are no profile markers set in that code, so it doesn't show up in profiler. It's an unintended behaviour and if...
Turn on GPU profiler and check what is actually taking the most of GPU time, when based on that you can optimize.
If you post a screenshot of the...
Gfx.WaitForPresent simply means that your CPU is waiting while your GPU finishes rendering current frame, so it can continue.
Add GPU profiler...
That's problematic to document correctly as it does depend on case by case basis. What's the size of scene, where the player camera be located,...
Good catch, repro'ed and forwarded to devs.
Checked it with 5.4 too and it works there, so they might have a fix for it already
I'm on Win10, let's move this discussion to bug report emails as it's off-topic for this thread.
checked it out, opens fine for me though.
There were some compiler errors, but after fixing those - plays fine too.
I've tried baking your project both with 5.2 and 5.3 and Bake Visibility stage spiked memory usage to over 20gigs, but my machine handled it...
Could you please report a bug with this scene and post case number here?
Did you check the editor log?
It should have more info about what's going on. Also you could report the bug with the project, I'd take a look at it
Unfortunately changes won't be available in 5.3, but in 5.4, because Enlighten 3.03 didn't make it into 5.3.
It didn't have any negative effect on the bake, just an incorrect error posted
Is that in editor? Does the scene use "Auto" bake?
Why not simply automate scene opening and baking lightmaps for that scene using editor scripts?
Are you using Deferred rendering path?
This might be it:...
Please check if you have same quality settings for windows and android set.
If that doesn't help try changing Directional mode to Non-directional
Edit: Yep, it's already fixed in 5.2.2p4[ATTACH]
Could you please share your scenes in bug reports? The one from #740841 seems to work fine now
Great catch, repro'ed and forwarded to devs
Looking into them right now.
Forwarded the LOD one to devs