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I use following approach to access Unity Engine and Unity Editor internals. It's taking advantage of [InternalsVisibleTo]. I believe this is...
100% agree
Status has changed to IN PROGRESS :) https://issuetracker.unity3d.com/issues/blurry-text
Another month passed, Chrismas is over, maybe somebody will reply :) @benoitd_unity Any update on this? For us, this is the only reason for...
@benoitd_unity Any update on this?
Would be nice to get at least some acknowledgement from the Unity team. Something like: "thanks for report" or "we'll address this in the next...
When subclassing UniversalRenderPipelineAsset (for example to override terrain detail shaders) following happens: Shader pre-filtering is broken,...
Instancing can be still useful when there's large amount of same meshes. In our use case, we have 1200 draw calls without trees. With trees it's...
Link to issue tracker: https://issuetracker.unity3d.com/issues/blurry-text
Four years passed, any update on this? As far as I know, the "current solution" is to bake animation curves in Editor (on demand or during build)...
Looking forward to that, love blog posts which go deep into the .NET. If it's anywhere close to Making AnimationEvent safe for the CoreCLR garbage...
I respect you don't want to share a date. Could you instead write a few lines about the progress? For example: How's going CoreCLR intergration?...
Thank you, that's great news!
Classic NavMesh, it's this: NavMeshBuilder.UpdateNavMeshDataAsync(...); Detailed info and stack trace here as first post:...
Does this apply to NavMesh path calculations (if jobs are used) and to NavMesh modification / carving as well? Because I have different...
I'm all for that. By that logic, almost everything should use Persistent instead of TempJob - it can happen that there might be high framerate and...
For gods sake at least expose the frame count before the warning is emitted into Project settings. We would set it to something like 20 and never...
Wow, thank you very much. It's working perfectly! Link to exact time stamp: [MEDIA] I knew about [InternalsVisibleTo] attribute and I abused it...
I'd like to change SSAO options by scripting. I need it to allow players to switch between couple SSAO presets in options. Why the hell is...