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In our game, we have a Camera with a custom render to render the trail of our character on a render texture, which does the following:...
So we have a setup with two cameras in our game: A pretty standard perspective camera for rendering the game An orthographic camera rendering a...
In our game, we dynamically load mesh tiles using Addressables. However, even if the loading is supposed to be async, a long loading stalls the...
We've got several more points where this happens (On PS4 in this example). It seems to happen when it allocates a memory block for a new...
To be clear, the call stack in the first post was in 0.17.0, in which the same bug happened. In this version, this is the line in...
Maybe related to the bug, our version control (Plastic SCM) often shows that those 2 lines are either added or removed on decal materials on...
I have a similar issue, did you find a solution?
It does seem there's another way to do it. The following works well, but at the end of the day, the only change it does to the file is the...
Oh nice, it does seem to work. Thanks for the help!
So, I generate mesh assets using a third party tool, and then I save it to a .asset file. I can see the settings of the mesh in the inspector, but...
Oh yeah I made a mistake there, my bad. Thanks a lot for the quick response, it may help me to reduce the overhead per particles. Also, let's say...
In our game, we have a kinda huge and messy Visual Effect Graph that is, in effect, 3 separate systems (see pictures). System 1 has a capacity of...
Do I need to handle the case of a release call for an handle that was not finished loading? I tried to test in Asset Database mode, and it seems...
Is there a way to remove the SCREEN_SPACE_SHADOWS_ON keyword? I'm trying to reduce the number of variants I have, and Unity seems to always use...
So, I tried to remove the whole Crest asset and most shadergraph shaders, and it does not change anything on the memory taken by HDRP/Lit in a...
I'm using Unity 2020.3.17, HDRP 10.6.0. By 20.3, do you mean Unity 2020.3? I do have some Shadergraph shaders, some using the Lit material in the...
In our HDRP game, In a built player, the HDRP/Lit shader uses a ton of memory. After removing a bunch of features in our HDRP Asset (see...
Well, I'm loading a main World scene and other scenes for the zone in the game that the player is in at start. Previously I made all those scenes...
Is there any way to activate multiple scenes loaded with Addressables on the same frame? No matter if I use activateOnLoad = false and activate on...
Game stores usually all have diff tools that won't update files that didn't change between updates. They'll also have a binary diff algorithm to...