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Does anyone have an example image of a custom shader graph which successfully implemented SSAO? All features except SSAO are working on my shader....
You're right! Yeah, it was a mistake to riff off the example script. I'm scrapping it for a custom approach. Thanks for catching that.
Good theory but that's not the problem. Update runs every frame with either attribute. I'm wondering if it's because the unity PlayerInput is...
The System DOES show 4x playerInputComponents, I am only having a hard time registering the input.
Trying to gather input from 4x local controllers and connect it to the PlayerInputComponent on 4x player entities in the subscene. The problem is:...
Seconding this one
I just disabled all my custom systems and that cleared the mystery leak. I'll add them back one by one and trace it manually.
I actually think the first error I shared was a red herring. The crash details above give a better representation of the problem. This is on MacOS...
@plu83 - Of note, when I relaunch the Editor, I do see this warning: Couldn't parse HID descriptor with fast parser. Using fallback...
To clarify, I can launch fine. There are no errors in the console since I converted all scripts. When I play my scene, even if touching no input...
After converting to ECS/Physics 1.0.0-prev-15 and clearing all errors I'm getting hard crashes every launch. Seems like memory leaks (getting...
@JosepMariaPujol - thanks, got em. I upgraded all our code but getting memory leaks and can't find a stacktrace to save my life. I enabled the...
Appreciate the update. I looked and didn't see any projections but sounds like pre-release will be out in 2022?
Seconding this. Would love a rough timeline for compatibility so we can plan around it.
None of the recommended fixes above are working for me. Basically VSC is as functional as Notepad. Totally handicapped.
This is working much better after your Bounds fix, @GilCat, but I'm getting an NRE on InputDeps in the SortSystem:180. I don't get the error in...
Very cool, I'll try it out. Thanks, @GilCat!
These are great implementations, but is anyone else having an issue where the camera stops rendering if you move the camera and spawners anywhere...