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any updates here?
Pre Actually this sounds a lot like an issue we have...
Make sure you are using sampler2D_float or the equivalent.
You can just write to a different render target if all you want is to not display it on screen.
You're just stretching the uvs basically. If you have mipmaps enabled, there is 0 cost. If you don't, there is some cost if it's skipping across...
Do you really need camera stacking? Can you just get away with different projection matrices?
easier method is to go to Keychain Access, then "My Certificates" tab. Click the cert and export it to a p12 file. This will export both the cert...
isn't this the Unity Cloud Diagnostics forum?
yes it is
Why do we get stack traces like this in the Unity Dashboard? @JoshPeterson [ATTACH]
Are these workarounds still required or have things been fixed?
Did this get backported at all to 2022.3? Or is this staying as a 2023 feature? @kaychang
Because we rely heavily on it. GL ES does not have all the features Vulkan does.
Any recent updates? Anything I can do to push this along? It's affecting easily 10% of our player base, possibly much more.
@Tim-C how does this work on the actual graphics api side? Which (directx, let's say) apis is this using? Is it using multi draw indirect? Or is...
We are looking to fill this role ASAP. Blayze Games is famous for mobile shooter games such as Bullet Force and Forward Assault (combined 50...
If I use a static lib ".a" and "__Internal" it will just not build at all. If I use a dynamic lib ".so" and "SoftwareOcclusionCulling", then it...
Thanks, but that's not it. I tried with all different combinations of that and it's still not working. Have you explicitly tested on Android in a...
I've tried everything I can think of (static lib, dynamic lib, cpp files, using functton pointers, not using function pointers, tried on both...
Can you please send me the sample project you made @MarcoPersson ? I will try to build it on my machine. I'm testing in a super basic project and...