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We are working on a project where we need to open something in the Unity editor, process it, and then delete the files. We're finding however that...
As the title says - the layermasks are not working correctly. This is my layermask: private static int _PurrtatoPlacementAnchorLayerMask =...
Seeing the same as well in 2019.3.7f1, even with all materials sharing the same ShaderGraph based shader that is confirmed to support SRP Batcher....
Great thank you! I hope work can be done soon, as my client is waiting as we speak. :)
Created a bug report (number 1218778). Would it be possible for me to be informed of and provided updates on this? It is currently preventing us...
I am getting plagued with some performance problems in a game we are working on, and in profiling, it looks like the VolumeManager is doing some...
Looks like this is back in URP 7.1.8 and now does 251.7kb per frame, consistently.
My bad - just pass the Position directly into the UV for the Sample Texture.
In ShaderGraph, just create a Vertex Position node, and a UV node, then pass the Vertex Position into the UV Node, then use that UV node for the...
Adding my vote that MaterialPropertyBlocks are flat-out needed for UI. There is still too much separation between the UI rendering and standard...
Was suffering this same issue in 2019.2. Went to 2019.3 Beta and that fixed it, however there is now an issue related to transparency artifacting...
Unfortunately this fix no longer works in Unity 2019 with LWRP. :(
With Scriptable Render Pipeline, you can toggle a setting that causes _CameraOpaqueTexture to give you the render output from the camera...
As the title says... there appears to be no way at all to modify the UV of the _CameraOpaqueTexture, even though numerous tutorials I've read...
Got it! Have to pass in the vertex positions to the UV of the vertex mask texture!
Could someone give me some advice on how to remap a vertex mask to the actual vertex positions of a mesh in a sprite shader? What I have here (in...
I'm trying to find a way to set the Target Sorting Layer for the Light2D object as supplied with LWRP. I've read through documentation, looked at...
Okay - I found the secret to making this work. If you go to Edit -> Preferences -> External Tools, under Android there is a field for "Maximum JVM...
NOTE: Also reproduced issue in Unity 2018.3.12f1.
AH HAH. This is a known bug apparently....