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Sure, I'll create a report
Since just deleting the library in the Library folder works without exit, I'll stick with that. Also I'm directly compiling on the command line...
This is added in an empty project, its a native android library. I have not tried reimport but a dirty solution that works is going to the Library...
This is very annoying, I'm working on a native library which has frequent changes, when I switch the library in the project and build, it runs the...
Contacted Meta and it does seem to be broken on the headset (Quest 2) as of now (v50-55 tested). Not related to Unity it seems
Bump, in case someone knows whats up
I was able to render single passed instanced to both eyes using the CommandBuffer API, maybe you could try that
This is a build on the Quest 2. Just a new empty project with foveated rendering enabled and not much else. Ive tried with both 2021 LTS and 2022...
I have tried Vulkan and just tried MSAA 2x w/ Vulkan, but no change. Nothing on logcat, just mentions that Fixed Foveated Rendering is selected in...
This is on Quest 2 natively, Android and IL2CPP
Currently on 2021.3.28 LTS, latest URP and Oculus XR plugin + integration package. Tried this with multiple versions as well. Using a brand new...
Still no way to do this
Yep I guess Ill have to bind another depth target
Unity 2021.3.15 LTS, URP I'm trying to implement manual depth testing in a shader, where items are being rendered with ZWrite Off and using...
Yes works with that as well, but not with color[]. I just tested in a fresh project and it doesnt work in that either
This is still an issue in URP 12, 2021.3 LTS. When assigning multiple render targets via ConfigureTarget or via CommandBuffer.SetRenderTarget, it...
Tried a multitude of combinations, it seems SetRenderTarget() works properly for a single color target, but when an array is given it always...
Hmm not sure what could cause it then, such a pain. Can you share how you set up the _mrt array?
I have already tried that in a similar way: ConfigureTarget(new RenderTargetIdentifier[]{ BuiltinRenderTextureType.CameraTarget, _depthLUT });...
Pulling my hair on this one, I have a render feature where I want to draw meshes in a custom order, so I'm running CommandBuffer.DrawRenderer()....