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So the unity_Instance ID bug I reported (post #37) is now in the system as Issue 886294. Somehow the description says on OpenGL even though I...
So, yet another question. I want to render many instances of a number of shapes (these are genuine single meshes not packed) using a single...
OK - I've submitted a bug report. On the 16 bit index issue I could live with 16 bit indices (although with a bit of complaining) if Meshes...
I think this demonstrates the point. Can anyone spot any obvious mistakes and/or is it reproducible on other systems? It follows the pattern of...
On point 2, I think my tests still indicate that unity_InstanceID runs from 0 for each DrawMeshInstancedIndirect call regardless of the value of...
Makes perfect sense, thanks. On the last point unfortunately the Mesh object will throw an error if you try to add more than 65000 vertices. I...
Thanks for the replies all. A few comments below.
I too have just started experimenting with this feature in 5.6. I'm trying to see if a DX11 workflow using DrawInstancedIndexedIndirect and heavy...