A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Since this hasn't been elaborated on yet, I'll try to interpret 'sensitive information' in the context of the Graphics repository and some of the...
I feel like my previous post and a few other people's posts already answered that, but I have a question - if you're confident limiting access is...
Hi, thanks for clarifying things. I've been porting a large project to HDRP over the last several months. I'll try to break down how different...
I was able to use the Custom Pass API to easily replace those in the situations my project used them - with the former, the Custom Pass API ended...
The public repo is archived rather than just read-only - I believe archived repositories can't be pushed to, so it's no longer even a mirror.
You can switch to Editor instead of Play Mode profiling to see more details about where time is spent in the editor loop.
math.countbits
Hopefully that wouldn't be implemented in a way that always affects performance or always uses texture slots for the rest of us who don't use our...
Have you experimented with the HDRP screen space AO quality settings?
Answering my own question, I've found a public CustomPassUtils.RenderFromCamera function. :)
HDRP 10.0's changelog has a section saying there's now the ability to render the contents of an inactive camera via some Custom Pass mechanism:...
Does the Unity profiler show where the time is being spent?
The hybrid renderer uses an optimized burst-capable AABB/Planes intersection function in its code, if you want something like that.
That's kind of comparing apples to oranges - AssetDatabase.Refresh is the top level call for many different sorts of work Unity does to...
Which version of HDRP are you using? I believe some related fixes are in HDRP 10.0.
Unity already supports Crunch texture compression, and some popular shipped Unity games have used it successfully to reduce download times / disk...
I understand. What I was trying to say is, I don't think my project is very unique, and it already has a lot of mileage out of Unity.Mathematics...
I've found Unity.Mathematics to be very useful in my large project even without any DOTS or Burst code. Why is it being removed?
I think Unity 2020.2 has some D3D12 performance improvements - I'm curious what sort of difference it would have in your tests.
Nice! I think DreamingImLatios was asking for Burst 1.3 (currently in preview) benchmarks rather than Burst 1.2, because 1.3 has a bunch of...