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.
It's actually very comparable to .NET 8 and not even close to an order of magnitude faster than Unity + IL2CPP:...
So the reason to avoid Task.Run() is to avoid C# style threading in favor of a Unity-specific style? I tend to prefer sticking to higher levels of...
I found some interesting information in Awaitable.cs: /* Awaitable Coroutines are async/await compatible types specially tailored for...
Thanks! Just submitted my feedback there (evaluating it as critical):
Well a Task is just another class, and unless one is allocating a few thousand per frame I don't think the overhead should have a noticeable...
Not sure what prompted this reaction, multithreading is a valid topic and a core aspect of software engineering. Your advice is valid however,...
Well, calling Task.Run() is a similar effort - you'll always have to explicitly specify you want to run something outside the main thread, no? I...
This is not the case - Unity supports multithreading and has for a long time, even before the introduction of Awaitable. But I see how one can...
For those coming from Google (this is currently the #2 result for "unity multithreading") Unity introduced async/await support in version 2023.1...
@MirzaBeig Do you have a link to this? And thanks for chiming in! I would agree this is the #1 missing feature in Shader Graph.
UnityEngine.Mathf relies on System.Math which only works with doubles, while System.MathF works with singles/float32s. This may have a small...
Sorry for the necro but this is the first Google result I believe at this point it makes sense to use C#'s MathF library instead of Unity's Mathf?
2023 and still no way to disable frustum culling per material/object/shader outside of a whole custom scriptable render pipeline?
In my experience with shader graph the addition that would bring the most benefit relative to the effort of implementing it would be the ability...
Couldn't the depth pre-pass just take into account depth testing settings in the material/shader? If the actual depth pass can, why wouldn't the...
The fact that it does this silently sucks. Settings that become effectively disabled by some feature being enabled should be at least greyed out....
@fleity I could reproduce all issues in both scene and game views regarding depth priming, so I'm not sure there is that much difference - at...
This seems like super valuable knowledge for someone trying to set up a skybox composed of gameobjects while avoiding overdraw, but unfortunately...
It would be great to be able to have a separate skybox scene, especially as there's no accessible way of having skybox objects rendering...
I am still trying to figure out how to make something render behind everything else but still on top of the skybox. Ideally I could also render it...