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Been experimenting with the SRP stuff the past few days, and I've noticed a couple of bugs and limitations as I've gone: LWRP and HDRP Template...
@bgolus Cool idea! The MSAA thing might hurt a bit (I'm in forward rendering for VR), but maybe I can counter some of the artefacting in the...
Situation: I have something similar to the (very useful) transparent shader with depth writes from the docs, except that the object is also...
I'm using projector blob lights to highlight different buttons on VR controller meshes, and I'm noticing them clip through the mesh during fast...
When importing a single mesh, the import preserves 3DS Max's axes (in which Z is up). The mesh effectively comes in "sideways" and Unity...
Thanks for keeping me posted - really appreciate it! It might be a few days before I have the chance to look into it, but I'll be sure to let you...
Thank you both for your replies, I'll keep all that in mind!
I'm using a reliable fragmented channel, but I think the data I'm sending is still too large for it - i.e. typically it'll be in the range of...
Thanks for the detailed update! My use-case involves sending larger-than-normal amounts of data through HLAPI's messaging system. I've come up...
Just lost a half hour on this - and will lose more developing my own workaround...
Yeah, I just ran into this as well - and I second everything mercior has suggested! As it stands I've just implemented my own persistentIsServer...
In the meantime, in case it helps any one; I was able to complete a build by replacing the quarantined file with a copy from another computer, and...
They'd updated within the past day - not sure exactly what time, but it was before the failed build attempts. Windows Defender said it's up to...
We're experiencing the same issue when building from Unity 5.5.1f1 - though in our case it's flagging it as Detplock. [ATTACH]