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Just a random guess but maybe it's possible to calculate the vertical length of the bounding box in screen space, and move the camera closer to...
Hi, I've been trying to add a second render target during opaque rendering in forward mode, but it seems like the target gets cleared when...
Oh man these past several days I've been searching for a solution to this. I'm on unity 5.5 and thought that maybe it was fixed (IF there is...
Hi, I wanted to ask if this is normal behaviour. When baking reflection probes it seems like it's not baking the scene with shadows. Here is a...
Sorry it took so long, I just submitted it. (#893184) It turned out that the memory crash was unrelated to the DrawMeshInstanced thing. I don't...
Alright I will submit it as a bug report then. The reason I came here first was because I didn't know if I was doing the initialization right, and...
Hi, I just downloaded the latest version of unity 5.6 beta because I wanted to try out the DrawMeshInstancedIndirect method that wasn't available...
lol I just found out about this thread, I will also need some clarification on it's usage because VFACE and SV_isFrontFace are not compiling...I...
Hi, I'm having a bit of trouble trying to use multiple render targets along with DrawInstanced. Currently I have something like this: void...
I don't know why they put that limit, but I'm guessing it may be related to the "other tasks" that they perform with DrawMeshInstanced, for...
Yea it was one batch, the limit I was talking about is only when using DrawMeshInstanced, here is also in the doc:...
Well, as a final statement I want to say that I just found out that in unity 5.6 beta they have Graphics.DrawMeshInstancedIndirect, which will...
I'm sorry, I attach 2 images below that hopefully will make it clear, in both scenarios I'm rendering the same ( or almost) amount of instances....
Alright I see now what's going on. I used Intel GPA to see the calls that were issued, and it seems that DrawMeshProcedural internally calls...
Because I'm using a compute shader to calculate the positions of the objects. And what do you mean by DrawProcedural doesn't support instancing?...
Hi, I've never worked with instancing until a few days ago, and I got a few questions that I would like to ask. Currently instead of using...
Currently I'm loading a scene that has realtime GI with LoadLevelAsync, I don't mind that it takes several seconds, so long as it doesn't freeze...
Alright, DontDestroyOnLoad will have to do for now, thank you!
I'm also having problems with lightprobes...I'm using realtime GI, is it even possible at all to make them work?
Sorry I'm a bit lost here, I've the latest patch (5.5.1p3) but when loading additive scene the lightprobes data isn''t loaded. Is there a way to...