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Ok I see, so you actually get your command buffer injected into all needed shadow passes :) I'm taking note of it so I give it a try a bit later,...
Hi Canijo! Sorry did you mean on your last post it's actually not possible to do a shadow pass on command buffer without changing URP code? I'm...
Wow that was extremely indeep and helpful, thank you so much! I'm specially interested about dispatching on other threads, I'll give it a try :)...
Hi, I'm trying on Unity 2022.3.9 URP to use reflection probes on meshes drawn with Graphics.RenderMeshIndirect(). I'm trying setting...
Hi, I want to dispatch queries at a compute shader function then get the resulting buffer data for using on c# script, on an async way so I don't...
tbh I would like to have explicit ComputeShader.SetVector for Vector2Int andVector3Int, currently you can call SetVector as is but it's implicitly...
omg it works, thank you c0d3_m0nk3y! I was thinking SetInts was intended only for arrays but it works like a charm on uint3.
On Unity 2022.1 I have been assigning successfully a uint3 shader constant using ComputeShader.SetVector(), with a Vector3 that was assigned with...
Wow I didn't know that, thank you for the info! I'll give URP definitively a shot :) About PS5 I cannot discard any platform from prototyping...
To me (I don't think it's just me tbh) scalability's main point is about how well does your game run and show up on different types of hardware,...
I checked myself that while game is stopped I can disable emission with VisualEffect's pause = true but when I press play to start the game none...
(using Unity 2019.4.28f1) Hi, I have currently a performance problem on editor scene view (game is stopped) that is so heavy it makes very...
wow it's true, thank you!
Hi! I think I'm trying to do exactly the same as you, I wrap the first .a into a bundle like you said (no problem), then I make another bundle for...