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Year late for your needs likely, but if you ever make a sequel.. The solution is to Render from code to begin with, the stock rendering components...
Just tested this, yes that is borked for me too.
Just popping in to say that the new hub had been a bit of a pain for me until 3.4.2 landed, it frequently stalled on first open requiring...
This is how i did it, i simply have an additional component on every Terrain instance, it automatically samples the splats/textures and applies...
[IMG] I was attempting to send an error report and was greeted by this error after waiting around 5minutes for the Bug Reporter stall on Packing...
Here's our version of FindUnusedAssets, has an extra feature for excluding a specific group from unused asset filtering. I kinda get why the...
Incase this is relevant info, i also have the full DOTS stack installed including Entities.Graphics
Oh? Any recollection on where this issue is listed? I've been fighting with the NetworkList for most of a day now and the damned thing seems to...
Issue persists on 2022.2.6f1 on Windows10(64bit)
You're welcome and thank you as well!
If i were you i would first try to see if just having multiple graphs is ok performance wise in some heavy worst assumption test setup (make sure...
As far as i'm aware this should* be fixed in the current LTS version to instance effects It's also possible today to in-graph pseudo-instancing...
Version was 1.20.5 i believe, i used the preview Search packages dependency viewer, buildlayout report is how i knew something fishy was going on...
I hit this issue too, GetDependencies and CalculatePlayerDependencies are designed for use in built-in workflows and as such they find references...
It does in the sense that the assets associated with that opHandle never get released unless you call it yourself. So if you have stuff associated...
The biggest outright blocker to using Addressables is that the developer facing API and docs are what i would politely call a doubleslit...
I'll commit one more act of necromancy for those having issues packing their bundles without a gazillion cross bundle dependencies....
In short i'm in a bit of a pickle with Addressables. Issue at hand: Player starts by loading a scene via addressables from a local bundle Player...
This is highly suspect in an actual build so verify before using it BUT: It's kind of silly but it can actually use it if you copy paste the HDR...
Disabling the CRC checks does absolutely nothing when used in-editor.