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Submitted under 54699.
The issue is that I can't even select this flag in the first place. Also, it is selectable in a fresh project: [ATTACH] But I cound't reproduce...
I'm on Unity 2021.3.15f1 and for some reason, I can not tick the Read/Write flag on any texture asset. It is grayed out. This even prevents me...
Since I've installed this addon, assets won't reimport anymore upon changes, including C# files. This is happening in both Edit- and Play-Mode and...
You could try to use RenderDoc to get a better Idea of whats happening. It's not a super easy tool, but very powerfull for any of these...
If you're using the URP, you should check the shadow settings there. See:...
Hey there! Is there any way to get an event for changes to the Lua Item table? I'm bulding an inventory system, and I want to update the UI on...
That sounds like A LOT of unneccesarry overhead. :/
Hello! I want to implement simple order indiependent transparancy for an existing URP project. For this I need to draw all materials with a...
I narrowd down the issue, and I guess its a bug: If you write to a array that has been previously null, the changes will not apply unless you...
I have a scriptable object where I store genertated data. However, this data was gone after a scene reload, as It was not saved to the actual...
And for standalone? I mean this is also pretty bad for VR. :(
It's 2.1.7
Hi there! I was recently investigating the posteffect stack with RenderDoc and I noticed that the bloom chain is using a texture format with...
Is there any update on this? I'm having the same problem with 2019.1.0f2. Edit: Editor restart fixed it for me. Nevermind...
I've noticed that the posteffects don't care at all about the HMD occlusion masks. This wasted performance seems to get pretty rough on slightly...
Sounds like a job for layers. If you place the UI on a extra layer, you can ignore this layer on your two other cameras.
You could use something like https://docs.unity3d.com/Manual/CullingGroupAPI.html. However, I'm not sure if this works as intent in 2D.
Take a look here https://docs.unity3d.com/ScriptReference/Camera-current.html ;) Camera.current is ment for certain rendering events. What you...
Any ideas? Like I said: the culprit is the NativeHashMap<>.Concurrent causing undisposable garbage.