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@Tomas1856 Here is an update: the bug was reported a few weeks ago. I have been reached via email by the Unity QA team requesting more...
@Tomas1856 I am running into the same issue as described above. I looked deeply into this and it looks like this has to do with cross-platform...
Were you able to figure out the issue? I am experiencing the same issue on Android, using ARCore. Video is very laggy and choppy, but sometimes on...
It appears my problem lies on LWRP & ARFoundation which forces you to "Use Custom Renderer Asset". If this field is left unchecked, it works as...
Well, the original post is asking HOW to assign a render texture to the main camera. The following doesn't work in LWRP, but used to before...
I'm not sure if you missed it in my first post, but I assume you know my issue is specific to the the new SRP Lightweight Render Pipeline (LWRP),...
I understand that, however although "actual" contains the texture, it is still outputting a black screen. I've try removing the code within...
Yea so from my findings assigning a RenderTexture to the camera's target texture does not work as it renders a black screen. Apparently LWRP has...
Thanks for the prompt response jimmya. The link looks like a way to "Accessing the Camera Image on the CPU". However, I need to access the camera...
I would like to grab the camera's activeTexture.GetNativeTexturePtr() and pass it to another client so it can render the camera on the client...
I have an issue that appeared after upgrading our project in using LWRP. Before the upgrade, I was able to access the Camera.main.activeTexture....