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really strange. i will have to look into this.
very strange... any errors in the shaders on export?
maybe you are... have you checked the shader? does the shadow caster pass error?
you have the enable camera scene and depth texture!
of course you can use an array of points you test against. but this may get expensive quickly if you add more and more points. furthermore if does...
it might be a problem with texture compression on the quest... lod0 uses the texture arrays? you may have to recreate these using a texture format...
i am not aware of any. at least not any that would be as flexible. using sdfs? this would hardly support dynamic objects. one might think about...
thanks for pointing this out. you should be able to fix this by editing line 520 and change it from:...
you have to install the luxurpessentials package for 10.2.2. preview located in the lux urp essentails folder.
which shader are you referring to? the hlsl or shader graph version? hlsl is opaque. sg should be as well by default. but can be changed on the...
unity grass dos not live in mono land. atg does. meanwhile i have checked a build as well: it grows from 50 to 70mb, then drops back to 50.
i am not sure if i understand you correctly... you are using the lux urp foliage shader on objects you place on the terrain as trees? if so: i...
you must not set the shader to transparent. use opaque instead.
i had a quick look into it but only in editor. mono grows there already regardless if th egrass manager is enabled or not. and regardless if the...
no. and it would be a killer!
there is no such functionality... but if you do not have to gain a lot of performance during that season you may just add some kind of null shader...
it is but i won't add this in the nearby future, sorry. you could however edit the meshes and lower the vertices a bit relatively to the pivot....
a normal c# Thread
just to clearify: it is not a unity worker thread. and i have never seen main thread being blocked or spiking.
the grass manager itself should not produce garbage during runtime or allocate new ressources. the worker thread does as it creates the arrays....