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bumping this, as Im stuck with this. If anyone knows another way to clear multiple targets inside a render feature, do let me know
I have a render feature where Im interacting with multiple RTs but for this example Ill assume we have 2, the camera texture and a custom...
Already have it disabled, disabling graphics jobs did improve it a bit but it still happens
Currently working with Quest 2 and Vulkan + URP, facing a lot of bugs where the whole device freezes, Vulkan render thread deadlocks, etc...
Yeah had similar issues with this, but even with it off, it has lots of issues. Should still be considered experimental imo.
Yes graphics jobs are disabled, and that did reduce crashes in some cases. Unfortunately, I cant make the decision to rollback to OpenGL at the...
2021.3 LTS, URP 12.7, latest integration and oculus plugin I have a project thats been in development for over 5 years with my team, made a...
Are there any other options to get data to the CPU and ultimately save it out?
12.1.7, Unity version 2021.3.5 LTS
I want to do a simple CommandBuffer.Blit with a material onto the camera texture. It works in the scene view but doesn't work in build. This is...
I'm using URP Standard Lit which are working great. However, I switched to URP MRTK shaders from here:...
No, I haven't enabled Application SpaceWarp yet. The URP branch I'm using is from the SpaceWarp branch
I have profiled on both 2020 and 2021, using OpenGL/Vulkan, URP/Built-in. I'm getting ~5 fps more on the Vulkan/URP build at the moment than the...
I've tried the latest I've tried the latest one from package manager which shows as (12.1.7) but I've shifted to the Oculus SpaceWarp branch...
An update from my end, somehow FPS has gone back to 90 on URP 12 (2021.3 LTS). Don't know exactly what caused it as I have made lots of changes +...
Did you figure it out @jRocket and @AquaGeneral ? Currently stuck on the same issue.
Thanks, I'm also using SpaceWarp in my current branch pulled from Oculus-VR/Unity.Graphics/2021-spacewarp (if I remember correctly) and I think...
I have similar issues on my URP builds. Would you be willing to share a repo of your implementation of URP?
How did you manage to get 10.9 running on 2021.3? Setting the package in manifest reverts the core and shadergraph packages back to 12.1.6
Recently upgraded my project to URP, and I was using some overlay cameras to display UI. On upgrade, the cameras switched to "Base" mode which...