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OK great, thanks for the info!
I'm using 2021.3.0 with URP 12.1.6. It seems like the Render Graph Viewer window doesn't work but I can't find any info on whether this feature is...
Do you have EpocCam installed? Those three dots look like they're from that virtual camera. You may need to enumerate the webcam devices to find...
Just reported with case #1392604
Direct IL2CPP builds (i.e. not using Xcode Project generation and building in Xcode) take a long time to build while maxing out my new M1 Max...
Sorry for the delay, work's been crazy and I wanted to rewrite this code before posting but... oh well. The code shown here is the bridge I wrote...
Sure! I'll have to dig it up, it was for a hackathon at my day job. Ping me if I haven't replied in a few days.
Fascinating, I’d love to know how you tracked that down, sounds like a tricky bug!
How do you add the tag to an already-submitted report?
Same here, posted about it in this thread: Apple Silicon 2021.2.0b9 + macOS 12b6 | Shader compiler crashes when opening any project
Verified that this issue still persists in beta 11.
Verified that this issue still persists in beta 10.
Thanks for the workaround! It works!
Submitted: Case 1361979
I think this is due to Burst not supporting Apple Silicon yet.
I've been using the Apple Silicon preview editor on Monterey since it released with relatively few issues. But today I can't open any projects,...
If you're talking about custom sessions, it's possible to write the Swift code yourself and expose it to Unity via Objective-C. I did this...
oh wow, that's wild, i'm a bit surprised that modern GPU hardware can't optimize around that but it's probably a hard problem
Either way the performance difference will be extremely negligible. You're talking a single vertex and triangle.
I'm building a mobile game that doesn't use some materials (e.g. speedtree shaders) that are included in the URP package. Looking at the new Asset...