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What should you use if you want to store an array on an entity?
I mostly use blobarray since it's more convenient to access compared to dynamic...
wait, so unity had no post processing before the asset store one?
people say that unreal looks better or its what the professionals use, but is there any concrete reason as to why one engine is superior to...
since convert to client server entity is being depreciated, how would subscenes work?
don't see a way of choosing the destination world of a subscene
how do you choose the destination world in subscenes?
in which world do they end up?
how do you do that?
but that's just for the types, is there any way to get the data?
GetComponetnDataRawRO is internal in latest entities version :(
I need to get all components attached to an entity, so that i can copy them across to another entity in order to merge the entities
in netcode3 there is a bug where if irpcommand struct is either set to internal or private, project becomes stuck in an endless code generation...
hehe must be annoying replying to the same question over and over again.
saw it was posted earlier as well
hybrid renderer 2 does not and has never for me responded to realtime lights. is this a known issue on metal backends?
since stuff like
is now possible in real time, does unity have any plans to have fully ray traced rendering like blender cycles?
you do a hash of the hash
is this a unity thing or does using delegate signatures always do this?
firstly, burst compiler seems to obfuscate the code, when you attempt to decompile with dnspy would seem to impede you from trying to edit it...
what does it mean by Mask?
is it greyscale albedo detail?
its something to do with the alpha channel not generated in gpu plm
is it possible to take occluding geometry into account, or not include the 5th light in the overlapping region specifically, or split each float...
i am getting this error in shadergraph 9 in urp, which makes hybrid renderer 2 not work
this happens when hdrp gets reordered above urp....