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The examples shown your latest video sound really good. State of the art, in fact. As good as ElevenLabs. This is really surprising, since...
Out of curiosity, is async compute used for skinning on platforms where that is available?
SpriteRenderers batch very nicely with dynamic batching and it's very powerful to be able to change the color of individual renderers without...
The last time I tried migrating a project from the built-in render pipeline to URP about 6 months ago, I noticed that SpriteRenderers were...
I know I'm bumping an old thread here, but in case anyone else stumbles upon this as I did, Unity has had this command since 2019.3:...
We've started seeing Unity using Span<T> in new APIs, like this one. I'd love to see the same done with existing APIs that now use some...
As much as I would like this too, I don't think this is just a question of whether Unity wants to or not. The source code is going to contain...
The documentation for the package says this: The main goal of this library is to provide a friendly Math API familiar to SIMD and graphic/shaders...
Hello! I have been using the undocumented IL post processing API in Unity in my projects for a few years now. It's been an incredibly useful...
I can confirm that just swapping out wasm-ld.exe is enough to fix this issue. Scratch that, I get a build error. I'm trying out swapping out the...
The reason Unity takes such a strict stance on the Resources folder, like here: [IMG] is because most developers don't know how and when it...
Maybe this is a miscommunication issue as well. I would view using URP/Lit for mobile VR the same as using Standard in built-in; not recommended...
This doesn't address the main issue (performance regression in newer versions), but I would say it's a little surprising that people are using...
Awesome, thanks! It would be very interesting if you could find a way to generalize the system to also allow user-defined data. I think there are...
I'd like to add onto this by saying that I had to replace the overdraw shader in the built-in renderer, because the built-in one doesn't take...
Hello! 1. Is URP's Forward+ tiled (2D) or clustered (3D)? 2. Is a depth pre-pass required to use it? 3. Are there any plans to use it for more...
This Unity employee has admitted that it is unintuitive and they would like improve it, but don't think they can without breaking backwards...
ParticleSystem seems to complain if the modules are created in the constructor like in the example above. Probably too early. The easy fix is to...
I posted a proposal to change the internal ParticleSystem module API implementation to allow code like this: particleSystem.emission.enabled =...
Anyone who has used the ParticleSystem scripting API is aware of how unintuitive and unfriendly it is to set properties on the modules:...