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We are using Animation Rigging 1.3.0 on Unity 2023.2.8f1 with a generic rig to set up some IK on a VR avatar. There is some strange offset being...
I bake in one scene and the occlusion in another breaks. The only thing that seems to fix it is to rebake with a camera active in the scene and...
Clicking the attach to Unity button cause the editor to completely freeze up. I'm unable to enter play mode or click a menu item to debug the code...
Perhaps this will solve your needs https://github.com/ValveSoftware/steam-audio
Well yes if the project is the same and the settings are exactly the same then the lightmaps will be the same, But at the end somebody is going to...
Right but we dont have occlusion culling, or apv because of the procedural nature of the game. We do use the vfx graph but the effects are pooled...
And I do mean hard. Both player and editor just crash, no stack trace, no error handler. It’s also completely random. The methods in question are...
We are experiencing the exact same issue on 2023 as well
Hi, Orson, good to see you again. Yes I too suspected that overdraw was the culprit here, so I switched to octagons as you said and made a...
Hi there, I’m noticing a significant drop in performance when this is viewed close to the camera. We created some smoke effects for bullet hits....
Do you mean mip maps dont work at all?
Hi there, I'm trying to make a smoke streak effect coming out of a gun barrel. I'm outputting particles in world space, but the strip itself has a...
Well, at least for our use case we have a workaround. We were using a “transition room” anyways so now we will have that room lightmaped and move...
I don't understand your criticism. My current implementation, unfinished and unoptimised as it is, performs much better than the standard mesh...
So we are making a game with procedural levels. We need to shift the contents of the next level in order to line up with the exit door of the...
Any news on this front?
Any plan to release the vfx instancing sample where the mech shoots at spiders from the roadmap talk ?
Any chance we can play with this new tech? We are currently in the early stages of a vertical slice and this is the perfect time to adopt new tech.
This would be a good starting point https://github.com/alelievr/HDRP-Custom-Passes/tree/master/Assets/CustomPasses/FPS%20Foreground
You can read the docs here https://docs.unity3d.com/Manual/profiler-markers.html