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I know that different shaders or keywords create different batches. If I use multiple ShaderGraph materials they each get their own SRP Batch in...
This is now fixed in Unity 2023.2.16 (and 2022.3.23)
My reproducible case was fixed in Unity 2023.2.13. I'm not sure if this fixed your issue @binster as well?
Still an issue in XR Interaction Toolkit 3.0.0-pre.1. Thank you for the workaround @VRDave_Unity disabling and re-enabling partially works, but...
Without Optimized Frame Pacing At targetFrameRate = 60 (and anything above 40), rendering is smooth and stable at 60FPS. Waiting happens in...
With Optimized Frame Pacing At targetFrameRate = 60, rendering is smooth and stable at the desired framerate. However, Gfx.PresentFrame waits on...
When Optimized Frame Pacing is disabled, setting Application.targetFrameRate works as expected. On PC the measured FPS match the targetFrameRate...
Now there's a public issue for it in the system:...
I filed a bug report:...
Based on the reordering mentioned by mentia_in, I managed to create a reliably reproducible example that I submitted in a bug report (IN-67711).
I reported the issue and the fix to Unity and they included the fix in the newly released version 2023.2.8 (URP Package 16.0.5).
Bump, as this is still the case in the current Unity version and just bit me today.
Btw. I also had to wait between setting the quality level and updating the volume stack. Here's a method for anyone who wants to do the same:...
I found the issue: additionalCameraData.volumeStack does not get cleared properly when switching between two quality that both have...
This works until I switch the quality level. Is there anything else I have to update in that case? Debugging revealed that...
When extending the InputSystem with custom Interactions, Composites, or Processors, it seems like I can only use primitive types like bool, float,...
I just came back from a very long vacation. While updating everything to the newest Unity version yesterday, I was shocked to learn about the...
After upgrading from 2021 to Unity 2022.1.7, we get this warning upon reimporting any .asset file (mostly ScriptableObjects). ConsistencyChecker...
For the Toggle element, there is a working :checked uss class. If you don't want a Checkbox, you can hide it with display: none, add further...
The combination is working fine for me, maybe the documentation is simply outdated?