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Hello pierred, That is indeed what I have currently (except using the physically-based camera mode and a focus distance). However, now I'm trying...
I'm trying to implementing an effect similar to what can be seen in Layers of Fear when picking up and inspecting an object. Everything except the...
It seems that the mouse tracking indirectly causes another issue. You repaint the Project and Hierarchy windows every half a second (as far as I...
Thanks! I think the problem is that the mouse position is not reported correctly when the cursor is not above Unity. It seems to stop updating and...
Hi! Awesome tool! Works perfectly out of the box. One question: What is the "At mouse position" mode supposed to do? I assumed it would determine...
Interesting insight. Would this not be something that could be solved as part of the CI setup of the package project? For example, when building a...
When I install the Performance Testing package, its own edit and play mode tests are included in my project. Is this on purpose? Should this not...
@BujuArena I don't remember how I figured it out, but the solution for the linux module was to use --module linux-mono. I think the help text was...
@superpig @Baste I'm relatively sure that it works in the Editor. I'm running tests both in Editor and Standalone. I call the following functions...
I'm using the IPrebuildSetup to modify the scene list for test runs....
It may be experimental or just not documented. I'm not sure. I'm pretty sure it should work in 2019.4
Use GraphicsFormatUtility.GetGraphicsFormat
I agree with the recommendation of @shawnblais Although I'm used to the current behavior by now, it is not intuitive to link the scene visibility...
@laurentvictorino It just reads the passed command line arguments. static string GetArgument(string name) { var args...
Sure. Sorry for the late response, I was on holidays. I'm posting the relevant parts of the GitLab test setup. I was also thinking of writing it...
@laurentvictorino We use GitLab CI with Playmode tests. We're running a self-hosted GitLab Runner on Windows, executing a PS script. Works mostly...
@zezba9000 There are some predefined platform macros for shader code. Otherwise, wouldn't shader variants be a solution?
Thanks for your efforts in expanding the texture format support! Another useful improvement to texture formats would be more information about...
Where did I say that Blueprint code was slower? I explicitly wrote in my first paragraph that in lots of cases the performance difference is...
I didn't comment on the performance aspects of Blueprints or the quality of code you can achieve. As far as I know, both Blueprints and Unity's C#...