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https://issuetracker.unity3d.com/issues/black-and-white-flickering-when-using-two-full-screen-pass-renderer-features So it's fixed in 2022.3 and...
As long as there are Unity WebGL developers out there, and this thread still comes up top when googling "unity webgl graphicsbuffer", it is...
Unfortunately GraphicsBuffers, ComputeBuffers and ComputeShaders will not be supported in WebGL builds. WebGL has dropped any plans for...
Just kidding. We solved it by removing any empty diffusion profiles in the HDRP Global Settings. EDIT: It seems that this solution doesn't work...
We found the problem too. Not telling either.
Then I suggest putting that in the documentation. Or at the very least, mark it as an experimental feature. No, it does. It has been exposed...
Quick update. Unity has confirmed the issue. You can follow its progress in the link below....
Hello, I ran into the same issue in 2023.1.0b9, so I made a small repro and sent a bug report to Unity. Shouldn't be too long before it's fixed...
I can confirm that this works when the Gizmos folder is in the Assets folder! However, it doesn't appear to work when the Gizmos folder is in a...
Unity 2021.2+ uses a new overlay system which is also used for the camera preview. By right-clicking on the title bar you can now choose to...
I don't work for Unity, but I can confirm the problem. We also ran into this issue (loading assets with [InitializeOnLoad]), and were able to link...
After some playing around I found some workarounds: If you create a PhysicMaterial (let's call it default_pm) and set it as the default material...
*bump* I too would like to access the default physics material by script. According to its tooltip in the project settings, "Default Material"...
Every time I made the slightest change to any shader, created a new empty shader, or duplicated an existing shader, I had to wait. Also, the...
Just got a reply from Unity. It's a know issue, and progress on it is tracked over here:...
We're getting similar errors and warnings: ⯃ Expanding invalid MinMaxAABB ⯃ Converting invalid MinMaxAABB ⚠ Internal: Stack allocator...
Currently (2019.3.0a5) we can't get any information on the particle that triggered OnParticleCollision() other than its current position and...
I've been looking for this as well. You didn't miss anything. It's not supported. Not in 2019.3.0a5 at least.