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The frame buffer (aka the "screen") doesn't have mipmaps because it doesn't need them since its contents always occupy the full viewport. You'll...
Yes, because of how physics solvers work: they iteratively apply impulses between pairs of objects. The magnitude of these impulses is adjusted in...
Add a rigidbody/collider to the 3rd person camera. Then make sure you don't just set the camera's transform.position, but use MovePosition on the...
Render your depth-only geometry using a shader that outputs black (or gray) in shadowed areas and pure white everywhere else, then blend it...
Sadly, indirect rendering is currently not supported at all by ShaderGraph. The existing workarounds you can find online only work under very...
It’s normal. HDRP is way more complex than either BiRP or URP so its base cost is slightly higher. However we’re talking about a difference of...
If your game consists on one character in an empty scene, then it's fine. But in that case why would you want to do any tests to determine which...
:eek: This is kinda like testing car performance by putting them on neutral and pushing them off the driveway. Give the engine some actual work to...
As suspected, the bottleneck in your case is not gpu readback. Use the profiler to determine which part of your code is the slowest, it will...
Then your bottleneck will be network speed as you will be sending WxHx4 bytes (your format seems to be RGBA32, so 4 bytes per pixel). For a very...
GPU data readbacks are highly unlikely to be your bottleneck, encoding is going to be. You could go scorched earth and write your own async...
Textures in GPU memory are not stored in PNG (or JPG, or any similar format). It’s raw color data you’re retrieving from the GPU. If you want to...
As the name implies, this tells the GPU to start sending data to the CPU asynchronously, which means the CPU's main thread doesn't have to wait...
OnPointerClick takes BaseEventData as argument, not PointerEventData (as shown in the tutorial at 10:30). If your function’s signature doesn’t...
Well, without you sharing the script whose member is supposed to appear in the events list there's nothing anyone can do to help...
A beta was released about a year ago, we're working towards the release. You can request the beta by writing to obi+beta@virtualmethodstudio.com...
Even if you have just 1 rigidbody, the entire physics engine has to run. This means collision detection (both broad phase and narrow phase),...
z-index only applies to objects rendered by the same camera. Cameras have a "depth" value, that determines which camera is rendered first. You...
Even within Unity you need to cater to three different render pipelines. Just saying. :D
Baked lighting, some volumetrics and post-processing (tone mapping, bloom). Nothing that you can't fix in a few minutes with quite some...