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So Ive been attempting to solve this problem aswell. Bit disapointed in URP seaming to take away shader passes, but I am happy to learn a new way...
I have an assembly (defined by an assembly definition file) containing a subsystem of my project. One of the monobehaviors within the assembly is...
Seems this method now results in an element "N" fold out being displayed in the inspector (see screen shot). I'm using it to display a level...
I have some UI in my application which does slightly different actions depending on which hand is used to press the button. However I cant find a...
Are there any plans to include hand bone pose estimation in the XR integration package?
I love the ability to use the same Interaction system to interact with the Unity UI event system. However I really need to get which hand...
I'm looking to port a project from using the Oculus VR plugin to Unity XR. However it would be nice to keep the hand pose that's provided by the...
Using the DllImport attribute will lock the DLL to the unity instance. However, using DllImport to load the kernel32 DLL gives you the...
Hi there, Hoping somebody can see what I'm missing here. I've got a depth mask shader used to obscure certain objects. This works great, very...
Installing the Unity Purchasing package through the services window causes the editor to crash. Opening the project again there is a small pause...
Old thread but oh well... I believe the only way to achieve this is to make an interface "Gfx" plugin that hard locks to Unity. Stash the...
Interesting, I did just find some documentation on 16 bit formats which suggests 16 bit floats can be used a valid format......
A good suggestion but I believe that that hlsl supports 16 bit types only as a compatibility tool. I may be wrong but I think the values in memory...
I'm working with compute shaders and have a 3d render texture formatted as rgbaFloat which I'm currently compressing data into bit-wise as 8 16...
Thanks for the heads up on RenderDoc, it looks very useful.Sounds like that may well be the problem, I will have to cache the data on exiting...
I am also getting this whilst using Graphics.DrawProcedural() to draw vertex data from a StructuredBuffer. The procedural draw calls still appear...
Yes but I believe this will not work for more than ~65000 vertices