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That's fine and all; there are alternative ways to achieve same or similar results, but is it possible to override Normal-Diffuse? Since this was...
I don't imagine that the shader units themselves are physically capable of dynamically allocating memory, by which I mean that I don't imagine...
I actually tested your code, with a few changes. #pragma kernel Generate AppendStructuredBuffer<float3> vertexBuffer : register(u0);...
Just a long shot, but I do notice that in your pseudo-code you use 'RWStructuredBuffer' and '.append'. If that's what you have in your actual...
I'm a little unclear as to what the actual problem you're experiencing is. Can you tell us what is happening? Are you getting errors or is it just...
Alright, I've identified that the setting breaks when a rigidbody is active on the object or one of its ancestors, so I'll edit the question to...
EDIT: Added that this only applies to NavMeshObstacles that have rigidbodies active on them or one of their ancestors. The "Move Threshold"...
Also, Generator.Dispatch(0, 1, 0, 0); It looks looks like you're dispatching it with 0 threads (1 * 0 * 0). Seems like you'd want...
I misread the compute shader initially, thinking it was spitting out 1 vertex per index. I'm not clear on what problem you're having with the...
EDIT: Looking at it a second time, it appears I misread your computer shader, and that you do intend to have it generate verts for the toplogy....
It sounds like you're experiencing a related, but possibly slightly different bug I've noticed. In 4.3, the "Move Threshold" setting on...
Has anyone found a solution to this bug? Was it fixed with 4.3.3? The changelog lists a few NavMesh bug fixes, but not this specific bug. I'm...
If I recall correctly, those trees require the soft occlusion shaders, and the terrain engine does something bizarre like passing simplified data...
We are using Unity 4.3.0f4 (Pro, if that matters; DX11 mode, if that matters). In trying to track down a major performance loss (from 60 fps to...
I suppose I should have made a new thread for that question...
I'm somewhat interested what was discovered by looking into this. More specifically, I have an important question about how this affects my...