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I had this crash if I had Exceptions being thrown inside AppDomain.CurrentDomain.AssemblyLoad += (o, a) => event during playmode.
Yes, that shows that the problem is not related to DomainReload. public struct TestStruct { public float CustomTags;...
I find it strange how you knew about inlining and not the math class, check out burst manual for optimization guidelines.
@landonth I didn't, never checked what was the right way to report bugs so I shared here, good research ;)
Only Text Asset (.cs, .txt...) can be selected, which does not include the .cging and .hlsl files [IMG] Unity 2021.2.0a9
https://github.com/Unity-Technologies/Graphics/pull/3291 it's available in Shader graph 12.0.0, 2021.2.0a9 allows it
A static readonly variable like Unity.Physics.Material returns default inside a Burst compiled job the next plays after the first. Reproduction:...
Hi milos, I tried to reproduce again and saw it only happens with Burst Enabled. var mat = Unity.Physics.Material.Default;...
Entering play mode after the first time will cause the physic bodies to act something like they don't have friction, sliding forever, If "Enter...
There is no way, you either duplicate the shader or make use of the Is Front Face Node.
Possible alternative may be getting a pointer of an pinned array, assign it to a nativearray with allocator.none using...
What do you mean expose? Like a property? At least you can duplicate the shader and change between them.
Setting vertex data with ushort.MaxValue length and then appending the count after vertexData was assigned is working for me: (inside job code)...
Thanks for the answer, but what do you mean by this and how can it be faster than having a NativeArray<Position> and NativeArray<int>...
I have been having a hard time getting into ECS, i can't seem to understand how some behaviours work that will give me an advantage over my custom...
ComputeShader.SetConstantBuffer is giving stackoverflow on 2021.1 StackOverflowException: The requested operation caused a stack overflow....
Looks like it does, I will ignore it for now as it may not hurt performance that much without deep profiler or in standalone.
I am having this in Unity 2021.1.0a9 with and without deep profiler, it is taking 1ms for 10k calls.
@Aras Could Mesh.ApplyAndDisposeWritableMeshData support jobs? Using MeshInstancesId like Physics.BakeMesh, this way we wouldn't need to be Main...
If instancing, I think the instances could be sorted with something like those who are closer to the camera will be drawn last, but it wouldn't...