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Is there any solution for 5.6 than just updating to 2017? I'm having the same problem.
Vulkan seems to work great in Unity 5.6.4p4 except for one thing: vertical sync (vsync). When I play my built Vulkan projects, frame rate seems...
I've been getting reports of crashes in my Unity 5.6.4p4 (latest 5.x available) builds from playtesters. Checking the output log brings this:...
I believe I've solved this. When generating my mesh, I was accidentally adding the triangle list twice. So, my SetTriangles() function was...
Here is a picture of my mesh: https://i.imgur.com/AUv34rd.png Here is more information, screenshots & graphs: https://imgur.com/a/7HVpL The...
I will also add, the slowness happens with just 1 directional light. I don't have any point lights. If I use a shader that can be affected by...
Mobile shaders don't seem to have a problem (unless I select it in the editor, causing the yellow selection shade to be drawn), but then I can't...
In a troubleshooting effort, I cut back the generation of my mesh to about 16k verts. I construct it by putting smaller, lego-like mesh pieces...
Nevermind, not shadows. Some performance issues went away, not all... still get nasty framerate drops with shadows off looking in certain...
It appears to be shadows. When I disable shadows, the whole problem goes away... not sure why shadows kills performance so wildly & is so...
Thank you for the reply. The mesh is only generated once, well before any of these graphs. It isn't undergoing any changes or generations during...
I'm getting a nasty performance hit when looking at different directions from within a large, single procedurally generated mesh of about ~60k...
Posted here with the same question -- never got a response: https://forum.unity3d.com/threads/openvr-only-works-with-directx-11.463702/
Whenever I disable "auto graphics API" for Windows, and try to put either Vulkan or DirectX 12 at the top, I can't get my game to play in SteamVR....
This should be the final shader, then: Shader "Triplanar Bumped" { Properties{ _Side("Side", 2D) = "white" {} _Top("Top", 2D)...
Do I need the VR stereo macros in the ShadowCaster? I'm presuming yes?
Looks familiar :) I wrote my own VR instancing library for jMonkeyEngine. I didn't have to modify the fragment shaders & you didn't mention a...
That one works & is stable! :D I'm OK skipping gloss & specular, but I do want to make sure single-pass VR rendering will work. You mention it...
I do share the material on low-poly models next to eachother. I did this to hopefully & specifically benefit from dynamic batching. I'm heading to...
@bgolus, I tried out your shader above & it suffered the same problem mine has been having: instability. As I turn around, the bumps on a surface...