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This still works if you get the value in the vertex shader. See this post:
You can use TEXCOORD0 for such values. If that's already taken, use TEXCOORD with another index.
I have an object that is not visible most of the time/its mesh renderer is usually disabled. All the lighting related settings of the mesh...
Thanks for the workaround but it turned out the problem was definitely caused by myself. It was an out of bound problem, the dimensions for the...
I started learning to write compute shaders recently and I had a working shader for my purpose (texture encoding/decoding), running on Android....
I made a sample scene for gtk2k, but the bug didn't occur in it. He also confirmed to me that it ran fine on his end. He also made an example of...
Was this ever implemented or is this still the way to do it? Just asking because I'd like to avoid setting "allow unsafe code".
Disagree. It is most suited actually. Since the lines are numbered, they are easy to reference and find. This is interesting because I was really...
Thanks for the suggestions. I cast a vote for runtime encoding (and runtime decoding). AVPro has a trial version so I will check that.
No, unfortunately not. I didn't have time to further investigate this.
0001.01.01 00:00:00.000 -1 -1 Info --------- beginning of main 2023.07.31 13:38:56.810 16598 16615 Info VrRuntimeClient RuntimeIPC:...
Must encode into memory. The MediaEncoder that comes with Unity would serve my needs but all the constructors require a path so it apparently...
I forgot to mention this, but it seemingly occurs with all codecs. I tried various filtering, also forcing MediaCodec implementations over...
I have a game running on Meta Quest 2/Pro and a companion app running on Android smartphone for video chat. Signaling works fine and streaming is...
Since I spent the time to make a sample for you to check the source code, would you care to let us know if you found anything and if it worked on...
Edit: I sent you the links to a zip with a working project and the Android app APK directly per PM. It actually works also on Quest, which means...
I noticed that the answer is cut off on line 393 on the Quest log. I looked into it but it seems that is something logcat does. I added debug...
My game is ~1.2GB APK+OBB, the asset folder alone is ~6GB. Surely you understand why I won't just share the source to it. If you have doubts...
Yes, in the logs I just provided on line 373 for Windows and line 365 for Quest. Can we stop pretending that there is a problem with signaling...
You're welcome.