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This is EXACTLY what fixed the issue. This is a gross oversight from Unity not logging a warning when reflection probes are used without these...
bump
Negative. Not in the project in question at least. But I've read about prefabs generated with ProBuilder slowing down the editor operations...
Follow up: Apparently, this issue can be caused by specific combinations of post-processing effects. In this case, disabling the component of...
Due to never having figured out exactly what caused the original problem, my posts read a bit confusing. Sorry about that. Yes. Basically, in...
Unfortunately, sending you a cut down project is problematic due to its size (4.5GB zipped) and the fact that cutting it down is an involved...
Hey CianNoonan, thank you for your input! Much appreciated! :) Unfortunately, none of the adjustments / tweaks seemed to have any effect on the...
Hey there, after updating to Unity 2018.4.10f1 from Unity 2018.2.10f1, CTAA has started blurring the picture much stronger than before (even with...
Bump.
I'm not sure if the title accurately describes what's happening. A picture might work better: [ATTACH] Settings are as follows: SteamVR 1.5.9...
Thank you very much. :) Am I reading this correctly? Because we have a directional light that can be rotated by user input, we are using Realtime...
Thank you for your reply. I'm in the throes of trying to salvage this mess of a project at the moment which is why I didn't check the thread for a...
Bump. Based on what aspects would a decision between using LODGroups and using static batching (or combining meshes) generally be made, anyway,...
Bump. This is basically a question about what will net more performance improvement. A lot of LODGroups on singular objects or a single massive...
There have already been a few threads about this or a similar topic, but they all seem to glance over one aspect: Are having a renderer in an...
Oh boy have I got a scene to test this out on for YOU. :D I'm working on a huge scene for a real world city building project with millions of tris...
Are there any plans for iOS support? I know it sounds kinda idiotic because it explicitly states its a DX11 solution, but I thought I'd ask....
So I've only just working with this editor extension after a colleague set it up for the project. I noticed that some impostors are 85MB - 350MB...
Hello everyone. What started to occur with assets and editor extension imported from the store has now begun interfering with all new prefabs we...
Seeeeeeeeems to be back?