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Long time :) Just to show off a bit! While DiNaO 1 move to it's release mid this year and I have spare time preparing ground for DiNaO 2 - there...
(Which is noop for Temp allocator, sorry for offtop:p)
Mip mapping (textures import settings have mip map generation checkbox and parameters), but if you'll disable this it will introduce pixel jitter.
It’s always there just collapsed as mesh preview etc. Check header with two wide lines at the bottom of inspector and double click it.
https://docs.unity3d.com/ScriptReference/Camera-nonJitteredProjectionMatrix.html There is explanation of difference between non-jittered and...
Galaxy s5 uses Adreno 330, and despite GLES3 (which is also not always a metric, shader model should count too, but that’s a bit off topic) Unity...
I see a bit of misunderstanding in this conversation of WHAT is a Sync Point :) Both - EM anr ECB trigger only one sync point if called in one...
Not exactly. You not registered blob, as result it not properly processed by ref count, and it can unload unexpectedly at any time. If you create...
You probably doing something wrong (hard to tell without seeing your code), because all works as expected: [Serializable] public struct TestBuffer...
Well this is the issue of GO itself, as localToWorldMatrix is external call to C++ land, which you can't make faster. Because when you have things...
Well, it’s exactly what expected with his entities count and how it always worked. As @tertle already mentioned - it runs thread per chunk, as...
Show your commandBuf initialization
Assign scene section shared component to instantiated entity, and it will be destroyed on scene section unload. (default always existing scene...
They all doing the same - draw on main thread through DrawProceduralNow (LineBurst for example) with populated compute buffer. [ATTACH] [ATTACH]...
Yes it adds dependencies, but in your case it's not SystemAPI.Query but state.GetComponentLookup<LocalToWorld> in OnCreate will add this type to...
Is you using fixed update simulation? And you don't have Begin\EndWrite in OnStartRunning?
Are you sure is exact line? Because LockBufferForWrite is from GraphicsBuffer not from ComputeBuffer. And as it states if you have Begin write you...
Just add .Reinterpret<int>() before .AsNativeArray();
Well you don't fill the buffer. On start running called before OnUpdate and called once (it's not called EVERY frame before OnUpdate, it will be...
Move StructuredBuffer out from constant buffer. It's in wrong place in your code right now. Also you don't need extern here, you can remove it.