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Thanks - I actually found out that it was a collision with my collider that was causing that issue - i had set them to the scan ignore layers, but...
Hi NWHCoding - question for you related to side-slip and collision detection. I'm noticing that when my wheels start slipping sideways the...
I did manage to get it fixed - turns out Graphics.Blit should not be used, and instead cmd.Blit should be used. Also the order of blitting and...
Update: actually using HDRP now i have it behaving the same on windows and mac now. This means that I'm able to get motion / depth / color data...
Further update: I've determined that the approach I was using (RenderPipelineManager::endCameraRendering) is not viable within HDRP, whereas it...
Update: I've determined that the _CameraDepthTexture and _CameraMotionVectorsTexture on Windows have no valid data. When I use this output for...
Here is an updated file which simplifies some of the code into a single script to show how multiple cameras are handled
As a note - I've tried this on multiple scenes, and with multiple versions of Unity and HDRP. For reference here are the versions I've tried:...
Background: We are trying to collect simulation data using Unity using HDRP scriptable rendering. From multiple cameras, we would like to...