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Apologies, I am talking about Read/Write Enabled which can be found on the model importer of your FBX file for example....
Hi, does the problem go away if you enable read/write on the mesh importer for the specific meshes?
Have you tried SkinnedMeshRenderer.forceMatrixRecalculationPerRender?
Correct, SkinnedMeshRenderer (and MeshRenderer in some cases/settings) convert into multiple entities. You need to ensure that the material...
The error points at the Dots Deformations systems not being able to find the skinning compute shader. This file is inside the Entities.Graphics...
Dots deformation is still experimental.We are still making improvements. This is not a straight forward fix on dots deformations side of things....
Hi, We're in the period where a lot of folks take some vacation to enjoy some much deserved time off. Please be respectful of this. The most...
Hi, could you report a bug with a repro? We'll check if this is a duplicate of an existing issue or a completely new problem.
I would like to refer you to this post from yesterday.
Always feel free to report a bug. Just to manage expectations; the case might get closed with a simple explanation or deprioritized to fix other...
We are not working on these specific items right now.
I believe some of these questions were answered in this thread. GraphicsBuffer, ComputeShader and Mesh class are not burst-compatible at the...
@TJHeuvel-net thanks for the clarification! Please file a product request with as much detail as possible if you'd like us to consider this...
Hey! I wanted to make sure I took the time to write a good reply - apologies for the delay. We have a product ticket open to add normal...
Are you talking about the Cloth component? This should work on mobile to my knowledge.
Hey! I will check in on the status of the incident mentioned in the title tomorrow. As for deformations in Entities; this is still experimental...
I believe this is not possible at the moment. Is the use case still the same as the original post?
I will ask around if we have any samples to retrieve data from a buffer in ShaderGraph. Likely, this will involve a somewhat complicated setup....
The timings mentioned (0.57ms vs 0.12ms) is only spent in mesh.SetVertices and does not capture anything else? With IL2CPP you do not see a...
I will check in with other teams about the plans for cloth and any sort of jiggle physics. I am not fully up to date on this. Perhaps the...