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Can confirm, on 2019.3.13f1 with Post Processing 2.3.0 we're getting both errors: Assertion failed on expression: 'm_InstanceID !=...
That is SO weird. we're getting expected results when placing point lights in URP subscenes; both directional and them work like they would as...
Hm, that’s weird. We are already able to use subscenes with URP in 2019.3 + hybrid renderer and both directional as well as point lights work as...
I am currently experiencing this issue with v1. Do you know if v2 handles this differently and fixes it that way? Many thanks in advance!
I am currently facing an issue with the HybridRenderer (v1 as it seems), both in 2019.3 as well as 2020.1. When I put my GameObjects into a...
Would the screenspace solution near end of 2020 support 3d models in the UI (e.g. for showing stuff in inventory)? Right now we're using a canvas...
I've got "z" installed in bash/zsh which is for jumping around folders on the system and they use a ranking called "frecency", here's how they...
@Fribur Thanks for trying though! My best guess is that Unity simply ignores the transform if there's nothing to render and only includes children...
@Cardinal90 That's what the QuickSearch package provides right now. That's what @Baste was talking about. In this video it looks like every right...
I think something with serialization/hierarchy is wrong. The idea is to copy the current directional light's rotation onto an object. I've tested...
Okay, so the following works: [ATTACH] I've changed the thread title to "Feature Request" nonetheless. #ifdef SHADERPASS_SHADOWCASTER...
what if i rewrite the nodes as custom functions? is there a define or something that can be used?
For us we had to cast an int to a float manually (even though Rider says the cast is redundant. Seems to be a compiler error?
Is there a way to run certain nodes just for specific passes? I would love to have dithered near fading that does not affect the shadowmap. [IMG]...
Sorry if I came across as too harsh, I was just trying to suggest an alternative, until this feature could be implemented. Please correct me if...
Not really following here as that's exactly what this allows us. Yes, the updates on other machines are not automatically done by Unity, but we're...
We're doing the exact workflow as I described above (submodules) and there is no manifest change required so unity does not actually update or...
You can already kind of do that with git submodules. You just need to update one copy and pull in all the others.
Would love to see if the jump between f3, f4 and f5 did anything. You'e only listed f5 in your charts.
We're still at the start of the project, but with nested prefabs, sub-scenes and ECS (which means a flat hierarchy) there's barely a need for more...