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Thank you for the information. I look forward to using the RenderPass API when it is available.
Thank you for the information. I was hoping to avoid this step: - Render to frame buffer again: set frame buffer as target, render: loadOp =...
Thank you for the information. Regarding "When you make a copy to a render texture, you still make a copy of the data from tile memory to system...
That definitely works, assuming that you copy Z's in the blit. However, on mobile platforms, all rendering goes to tiled memory and there is...
I want to do the following: - Render to the frame buffer - resolve to a texture/rendertexture - Continue rendering to the frame buffer,...
We are doing CFD simulation for water in a SandBox type game. The goal is to enable two-way interactivity between the water and general physical...
To clarify, if simulation speed goes below a certain threshold (0.001) OnParticleUpdateJobScheduled() is still called but the job never runs....
That makes sense, thanks! It is fine as it is, no sense in adding extra overhead or complexity if it can get it so easily. I would just add...
Very nice! Have you tried implementing touchscreen control inputs for mobile or tablets?
I love physics and it is awesome to be able to write "Physically inspired" simulations of particles that run entirely in a background thread on...
I am really glad that we have this feature in Unity. It allows us to do far more particles :) I was wondering, is there a way to turn off the...
That won't take much work, thanks! FYI I believe that you can use DrawMeshInstanced and DrawMeshInstancedIndirect with URP now. But I haven't...
It works great if you use custom simulation structures that are thread-safe (i.e. we have a voxel representation of the game and a water sim) It...
Regarding URP support. We need this feature so we are thinking about adding it ourselves. Are there any gotchas that we should be aware of other...
set the Desktop Graphics API to GLES 3.2 (i.e. player settings, Windows)
Unfortunately, that method will increase your vertex count significantly.
The r11g11b10 float format is ideal for low numbers and dynamic range but your mantissa is 5 or 6 bits which can be noticeable between .5 and 1. I...
Thank you for the information. I tried a few random permutations and somehow got it working with URL 7.21 I have not had luck with a project using...
I wish my phone had 6gb of VRAM. (yes technically some high end ones might with unified memory architectures, but not many)
Just to clarify, is it true that particle system gpu instancing does not work with URP? We have a massive slow down with high vertex mesh particle...