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Actually if i use normal hdri sky, i have the same issue (it stops growing if i stop the rotation), 23 references if the memory snapshot can be...
For me it happens even if I turn off sky rotation :(
Hi there, Looks like another issue with PBS, this time if I have it on, memory keeps being used up until it runs out. Current highest count is...
Addressables v 1.4.0 Unity 2019.3 Cannot load an animation controller from the addressables system in build even though it loads in both all...
@rg_johnokane thanks for that! This works in v1.4.0 as a fix.
For anyone else who doesn't want it to vanish you can modify Runtime\Sky\PhysicallyBasedSky\PhysicallyBasedSkyRenderer.cs line 326...
Looks like there is some new code that cause the sky to not be rendered if your camera y is below zero. There is some new code in the shader that...
Hiyas, has there been a pass on optimization for Unity.Physics.MeshCollider.Create yet? Just wondering before I have another go at using it....
Ya, for each chunk I was just going to place them in a regular grid, skipping full/partially full voxels. I guess I don't really need the...
Greetings! I am investigating implementing DDGI (https://morgan3d.github.io/articles/2019-04-01-ddgi/index.html) and hit what seems to be a bit...
Cool, thanks for the suggestion, ill try the GI forum :)
Thanks! Yup, I have CalculateInterpolatedLightAndOcclusionProbes / CopySHCoefficientArraysFrom / CopyProbeOcclusionArrayFrom working just fine in...
Hi, so I was posting in the 2019.3 forum about a lighting issue (I'm using 2019.3) and my post was deleted without response. Can someone please...
Hi this is a little vague, mostly because im super new to the SRP. I have a custom RenderPipeline that renders a mesh when I use DrawMesh, but...
Hi all, can MaterialPropertyBlock/SetVectorArray be used with HDRP & Graphics.DrawMeshInstanced to set colour per instance like in the standard...
Hello there! I have recently attempted to use Unity.Physics.MeshCollider.Create as a replacement for PhysX.MeshBake and I ended up with some...
Did you figure this one out? I was getting super slow results from this function on very small meshes. For 1961 triangles in triangle soup. Weld...