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Thanks! Application.isFocused works well when only one window is visible, but as you mentioned, not when both windows are active side by side....
I am using OnDrawGizmos() with Gizmos turned on in game view, which is great and exactly what I want, but I want to draw some lines in Scene view,...
I wanted to try out the UI Toolkit for runtime, installed the latest version Unity 2020.2.6f1, and opened a new project. According to the...
I really don't understand who benefits from this? It seems like a lose-lose situation. I'd really love to know the reasoning behind this decision,...
Thanks! That's pretty cool. I like that Dependencies is now a property. Interestingly, even changing my ComponentSystems to SystemBase and...
Ah, yes, I only tried it in HDRP, which works with lights, so can't say if it works or not in URP.
Ok, just checking the tutorials, and yes, it looks like i totally managed to miss the memo that JobComponentSystem should not be used anymore....
Anymore?? Who says that? Are they being deprecated? Did I miss the memo that they should be used anymore? Great, my whole game uses them. Ok, so...
Well, that doesn't seem to be the case in JobComponentSystems, I don't see any Entities.ScheduleParallel(), Schedule() just runs in parallel...
Hybrid Renderer V2 already has support for that. It attaches a light component to the entity, you still need to apply the results in the main...
Old struct ForEach jobs could've been scheduled with a ScheduleSingle() method that allowed the job to run in a single thread outside of the main...
I'm trying to convert an "up" to screen space (in fragment) and I've just spent 2 hours trying to do it and my mind is just kinda running out of...
Another thing is that Another thing is that due to affine transformations, the textures would "wobble" a lot on very big polygons, especially...
Another idea I forgot to mention, that is potentially the fastest for a lot of items, but I am not sure how to properly do it, is to force...
My initial idea is similar to yours, only store references to container in a child. Then only when you NEED the data, make a single thread job and...
If you read my original post, I mention that it doesn't work as you just said it should. If I have a HDRP lit material with emission on, and hit...
I'm having this error. I think... Because only SOME users have crashes. And not exactly sure why.. Part of the log: WARNING: Shader Unsupported:...
Great session, a lot of great new info! That stress test by @PhilSA is :eek: Can you tell us more about the direct solver, mentioned at 22:26?...
If the planet is supposed to be at origin, then you will need to move your PBS planetCenterPosition relative to the camera in update...
About previous problem with emissive materials, browsing the hybrid renderer source and I noticed there is "HDRPMaterialPropertyEmissiveColor"....