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Another trick you can do is scan objects in the scene during buildtime, and assign layers / disable shadows based on scale. Small objects can be...
Thank you very much for the update!
Greetings! Thank you very much for the recent fixes, it solved most of the issues I was having. I did notice for some reason it's no longer...
Damn, didn't realize optimize mesh had that much of a negative effect on build times and also such a huge positive effect on disk space. Hopefully...
Fantastic!
Have run into this issue many times, a huge pain. Clearly a common pain point.
Wow, the small object feature is amazing! Once again blown away, usually we don't get these sorts of features, needing to instead mess with...
They haven't shown any plans to change the core for Unity 6. It's just a rebrand for 2024 to my understanding.
No, the umbra occlusion culling seems to be untouched. They are working on a dynamic occlusion culling system, although it is experimental and I...
Wow, this context menu stuff is very exciting. It seems like it will shift how tools are designed in unity from its foundation, which is quite...
This is great news! Glad to see game objects gaining performance. One additional future feature that could be really useful is being able to...
Hello! I am taking a look at Entities Graphics, which from what I heard is a replacement of the Hybrid Renderer. One thing I am not clear on is...
Greetings! I've updated to the latest version (and also to unity 2022) and have run into a few issues. The first is what was already mentioned -...
Currently my solution is to open the material file and set the keyword's value to 1. Obviously not fun, but it does work.
Fantastic! I know BRG is meant to be super low level so it's not meant to have all features, but glad to hear dynamic lighting is included. Very...
Does BRG support lighting per-instance? I know in the past it did not. Great article, by the way! Love deep dives like this.
This is a pretty open ended question, all of which are greatly affected by a per use basis. But I'll give my initial thoughts: - Using a splat map...
as far as I know nothing new has changed
Nice work! Interesting trick, using editor instance id to detect if it's been duplicated - I may use that ^_^ The object reference editor ui also...
I am REALLY glad they added "true" windows (tools like shader graph are now 10x more usable!!!!), but I am also surprised they went for having all...