A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Are you baking shadows? It looks baked, from the screenshot. It may be an issue with lightmap UVs (are you generating your own in blender, or are...
It can't be done, at least not in an LTS unity right now, because the API is actually incomplete. We were looking into it and found that you...
Why isn't there a way to query / disable / profile shader cache usage at all on these devices? Where would you even look to verify its...
Has this ever actually been verified..? We have a game on Quest 2/3 (Unity 2019.3, using Vulkan with URP) and I promise you that we get the exact...
This is one of my favorite replies from a unity employee on these forums. User: Hey this new api kinda sucks? Unity: Yea duh? use something else...
small update just pushed
Sorry, it's note wrapped in 'code' blocks so honestly I won't even attempt to parse it. However: If you want to render a grabpass without the...
Note: This is still happening in Unity 2022, on URP using the SRP batcher. Unfortunately that means that any material modified by animations like...
Making it a RenderFeature is fine.. making all the fields "private" or "protected" is pure evil.
Pushing an update:
Can you email me or message on discord? I'll need more info to help you out. Info in the documentation at the bottom.
If you're using shadergraph with urp/hdrp that means youre probably just using the built in grabpass (opaque/depth copies). When enabled, the SRPs...
By writing your own asset bundle manager. It's surprisingly easy! Addressables is comedically horrible, so we've been rolling our own solution for...
I agree with you, it's weird that scale is missing. It should really accept a NativeArray<Matrix4x4> and it'd cover most use cases, I think. But,...
Inheriting from FullscreenPass is probably the way to go, but using it directly isn't usually helpful because you are missing out on Volume settings.
I saw this thread, got excited, and tried Object.InstantiateAsync().. Unfortunately it still seems quite slow. [ATTACH] This prefab has ~1000...
I can download chinese unity right now. If it's better than global unity.. why not use chinese unity?
Can you post profiler results? getting 5 fps with 50,000 cubes.. you might just be bottlenecked by cube rendering lol. Also, as the documentation...
Your profiler shows you're just waiting 16ms on vsync. Disabling it should bring you to nearly 1ms, which is ~1000 fps, for reference.
They need to scrap BiRP and HDRP and focus 1000% of their attention on providing ALL of the other RP's functionalities inside of URP. Having three...