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Great job! But why do you need PoT textures? I do not see any requirements or advantages here. W/o PoT the "one line - one frame" concept allows...
Yes, that's the case. However, in practice, with that level of vertex compression artifacts, I doubt that frame rate inconsistency would be...
Animation manager holds all the texture and clips settings: [SPOILER] Which translates to some burst-able structs for the animation system:...
You're totally right, don't know why I called that a mistake. My apologies. Yes, so that's why I mentioned RGB9e5 - hardware-supported 32...
[SPOILER] From left to right: 24fps ASTC4x4 17.6kb 10fps ASTC4x4 8.8kb 4fps ASTC4x4 2.9kb 24fps RGB24 52.7kb 10fps RGB16 14.6kb 4fps RGB16 5.9kb...
Sure. I fixed the crashes by adding AssetDatabse.Refresh() after the texture creation. Also removed the dependency on Entities.Graphics (and plan...
It's 100% for me. Ok, will take a look as well. Yes, but not the different format/compression. For mid-further LODs, it might make a small...
AnimationKitchen unfortunately hard crashes the editor for me (2022.3.10f) so I wasn't able to do all the tweaks. But here are my thoughts: -...
Hey @lclemens , awesome job with your asset! Exploring it now and have a couple of questions: - any particular reason to go for manual texture...
Ok, so I did the test comparing the old way I did rendering and my proposal based on this topic's ideas. The result is mindblowing: The old way:...
Same result, way too many unique values. No, all scenes are pre-authored and all entities are placed in Editor. I meant that I'm placing usual...
Amazing discussion folks, though there is an additional dimension to it - mobile GPUs and their shared memory model. I can totally envision the...
I did a simple test and it definitely shows something weird. https://forum.unity.com/threads/researching-the-duplication-of-colliders.1484220/ I...
What solved it for me (2023.1.10 / Mac M1 / Safari 16.6) is setting URP's Depth Priming Mode to auto / disabled.
Hi, For the game I've released one issue is still outstanding, being the bloated subscenes size, about 4x the size of entities' archetype sizes....
That would be my guess as well, but the physics collider blob and shared colliders approach aren’t well documented, unfortunately. I definitely...
My subscenes are pure collections of physics entities with shared colliders, no meshes, renderers, textures, materials, etc. I'm referring to...
Hi, My game has hundreds of levels (subscenes) with tens of thousands of entities each. That occupies a pretty sizeable storage space, an issue...
Hey, I bumped into the same issue. Did you manage to solve it?
I finally released my pet project. What started almost 4 years ago as a spiritual successor to Medieval Engineers on PC, eventually transformed to...