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Will we have Unity 7 Beta before 2025? I'm interested in the major engine rework to implement CoreCLR instead of .Net Mono, I'm not seeing this...
Update 1.4.0 is now live on Unity Assets Store, here are the changes: Added “FPS Limit”, a new parameter that puts a frame limiter to the game,...
The documentation of FPS limit in Update 1.4.0 (Coming soon!)[ATTACH]
Absolutely, day 1, I already am struggling with custom solutions so if Unity makes their own 1st party solution I'll absolutely use it.
I also was begging Unity to develop some kind of real-time GI for ages, seeing Unity China have this is honestly a letdown, virtualized geometry...
An overhaul of the documentation is planned (for next week or the week after) since we added so many new features based on requests from other...
The changes for Update 1.4.0 are finalized, amongst other things the main focus would be integrating a working framerate lock to prevent battery...
Update 1.3.0 is live on the store with these changes: Added a "Maximum Fixed Resolution Height" variable that determines the maximum resolution...
Update 1.2.1 in now live on Unity Assets Store, here are the changes: Fixed a functionality breaking bug where the FPS was being reported as a...
Update 1.2.0 in now live on Unity Assets Store, here are the changes: Added 2 new Performance targets (90 FPS and 120 FPS). Added a new overload...
Update 1.2.0 is going to bring 90 FPS and 120 FPS support, alongside minor bug fixes and new API focused on performance. More updates are planned...
A version of this tool for the Built-in rendering pipeline is also in the works, but with less features like the inclusion of FSR. This URP...
I'm working on an implementation myself, I'll probably share it to Unity Assets Store when I finish it so just keep an eye on that
I'm working on new changes, most notably adding 2 new options (90FPS and 120FPS), these would play nicely with next gen consoles, and some bug...
Published Update 1.1.0 with the following changes: Added a new API to Pause Dynamic Resolution, this is helpful when you want to open UI menus....
Introducing PIXELCRAFT: Dynamic Resolution for URP In the realm of game development, maintaining optimal performance while preserving visual...
I also only stumbled on this by pure chance when I was going through the documentation, for such an important thing (we're talking complying with...
I don't think that's true, I've seen the Editor letting go of data after a while and reduces its memory footprint to less than 1GB of RAM, but as...
Yeah it's hard to catch them, I've had leaks that make the engine take 5GB of RAM on empty projects and I saw some taking 40GB+, but they go...
Is the stability of the engine also one of your team's goals? I've seen the engine having frequent memory leaks that take as much as 40GB of RAM...