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Actually bug looks fixed in our database now. :)
Thank you for logging a bug, we will take a look after winter vacations.
Has a lot of URP examples and is a good place to start.
So a lot to unpack here. URP is much more consistent across frames and is not dropping GPU frames like the built in renderer. One thing I am...
Hi we have not seen this issue, can you please log a bug with your project attached?
That being said we can't diagnose the issue easily without the project, can you please log a bug.
pacakge manager auto includes dependencies (of the correct version), you don't need to have:
Can you please raise a bug with the project attached?
Hi all. We will be making a pretty significant change to LWRP over the next few weeks for 19.3 and I wanted to give a heads up / take time to...
Prepare scene nodes is when we construct the renderable objects from what passes culling. This seems very long given that the other events are not...
You can have more than one active camera. Think split screen or a 'video' camera in your game world that records to render texture.
Core unity does need this class as we call Render on it. We may be able to do something a little better here though.
This is being added today :)
Can you log a bug on this, we should support it.
what does it look like in the frame debugger?
In the latest versions we do no allocate anything on the cull call :) It can still be a good idea to cache non changing command buffers.
If you use screen space overlay or world space UI you won't have this problem. The only type of UI that has this issue is screen space camera. For...
So we've been talking about this over the last few days here, and this is something we want to support, but not quite like you are describing. One...
if you update (via package manager) to 5.1.0 this should be fixed.
HI, can you please log a bug with reproduction steps so we can investigate.