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I hacked a bit around and split one collection into multiple ones. But the exposed data is broken for HDRP... I end up stripping all unused...
Hi, we had error spamming on PS5. After some emails with Unity. They found out that the PS5 requires all buffers to be set. To fix this we...
Could be. I copied the logic done in GPUI for my representation of distances done by the culling group API. High scaling seems to be an issue....
Could it be that the shader variants with GPUI defines are getting stripped while building. We had done our own shader strip which I can't...
I think these are the LODs of your mesh. The selection is done in a compute shader.
I just had an issue with the GPUIstancerHiZOcclusionGenerator. We do a render to texture for a character portrait on a different camera. For some...
Hi just to let your know LOD calculation is broken when not using the AutoSelectCamera option on a GPUI manager. It was caused by a missing...
The shader has a MotionVector pass that's also the reason why drawing them with GameObjects works. GPU Instancer is using...
Hi @LouskRad, we are using "The Vegetation Engine" together with GPUI in HDRP 10. By using normal prefabs we get MotionVectors drawn which it not...
ok, maybe I don't get your point. Your problem is code change results in invalid build bundles or the bundles get cleared?
Why not use AsseteDatabase mode while developing?
I wonder that all textures get loaded. Does this one car reference every texture, or is this behaviour just in the editor (which caches a lot of...
I think root problem is the AssetBundle system. Everything that is a dependency of an asset in an bundle gets pulled in and duplicated if...
I assume you want to load an asset afterwards and not on loading time? If not you can just reference the asset and have it loaded when you...
Hi, we used the Addressables.InitializeAsync().Completed callback to fill a lookup HashSet with all valid addresses. Since the upgrade assets...
Hello, thanks for the reply. This workound would be same thing I would do. I was just asking to take over as much parameters as possible when...
Hello Amplify Support, I'm creating a master shader for my project (HDRP 7.21, going to 8.2.0). I want to toggle Alpha clipping per material like...
Hi, I use mainly for packing in the groups. Because of that I have a lot of labels that are not used as runtime key. Is there a way to remove...
I'm not sure what you mean with can't add. You can select a shader from packages by "unhide" them from the menu.[ATTACH]
I have a another 'fix': BuildScriptFastMode:144 if (string.IsNullOrEmpty(entry.AssetPath)) { return $"{assetGroup.name} has an entry with...