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Not really, at least not how they are implemented in Unity. Upscaling, generally is just taking a lower resolution output, and doing something to...
Hi, What you are experiencing is by design, rendering UI as ScreenSpace or WorldSpace will throw the UI into the same rendering pass as the rest...
If you know our way around I would definitely start your own, the sample will be embedded within the Boat Attack project which is going under some...
Hi, The concept of the RenderFeatures list is that it is static at build time, but that doesn't stop custom features from being enabled and...
Hi, We actually have a package sample showcasing a 3D skybox setup. This uses camera stacking to achieve it plus some additional setup, it is...
Heh, it will definitely not be in the next few weeks, but I would definitely ping me end of October as I should have looked at the water...
Hi, The planar reflections in Boat Attack do need to have a more in-depth guide to using them, especially using them in isolation, right now they...
Unfortunately you just explained exactly how GrabPass works in the backend, which is what we want to stay away from. This is the tricky thing as...
Me too :D
Hey All, There are a few reasons we didn't want to support Grabpass in the way it was implemented in builtin. The concept of something appearing...
Hi, Yes! we do want to have this in URP, recently at an internal Hackweek we aded it into URP for a project that really benefited from it, it did...
Hmm this is interesting, I've been in 21.3.6f1 all week and not running into issues with the DebugManager, which version specifically are you...
Hi, SSR is a tricky subject when it comes to performance/quality on mobile, we want to solve the main use case which is nicer rough reflections...
Hi Andy! Yes! we are very much looking to solve this, it's a major pain point when trying to develop truly cross platform experiences. There are...
Hey all, We are looking into adding this to the Camera Stacking in URP, just as with everything it needs special consideration for how it will...
Hey, The two modes do work together and many modern videogames, especially PC, have them both as options to enable at the same time. I wont go...
Hey All, We are currently doing our planning for next year and motion vectors is listed as considered work with a fairly high priority, so I...
You can find the logic...
Hi, Been digging around to figure out what might be going on here, and there are two things contributing to this happening. There is currently a...
Yes this works as if filtering objects based on some settings and then rendering them again(or the first time if they are not already rendered)...