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The unity version I used is 2021.3.28f1 and I tried reinstalling it in the package manager. In the end, I used an editor script to disable...
We cant rebuild our project for IOS cause of the following error msg:...
I think that there never was a Linux SDK, they will probably add it at some point, but don't bring your hopes up about it being out soon.
This is a big hit for our project. We swapped to vivox as the echo cancelation on mobile was superior then anything else on the market, but we...
So the frame debugger isn't really up to date with VR and while it will show you the draw calls correctly the textures that you see in the frame...
Thank you @TheUninvited for asking such an unconventional question and providing an answer for it. @StarManta I understand your reluctance here...
And don't follow old tutorials on this stuff as a lot has changed in the last 3 years.
This is not an issue anymore. I don't have time now to write complete guides but you can definitely do postprocessing effects in single pass stere...
For me it was the shader not supporting single pass instancing so following this guide solved the issue for me.
I have the same issue as Genebris in URP.
private const string PRODUCTS_LABEL = "default"; private const float RESTART_DOWNLOAD_TIME = 2f; [SerializeField] private int...
I already have the addressable's online, I am trying to pre-download some environments and cash them on the user's local pc before they are...
I have the same problem unity 2020.3.33 and addressable 1.18.19.
This isn't a scripting problem. This problem can be caused by moving objects in a complex scene hierarchy. Try having less then 5 layers of parent...
Well just as i was building the scene for testing i found that there is an open issue for grab passes......
This is a active issue, same for depth texture rendering....
I am also interested in this, just pulled your repository will check it out on Oculus Quest.
I still have problems with this even created a new thread here:...
In the surface shader the declaration should be: void surf (Input IN, inout SurfaceOutput o). So i figured that the result from the surface shader...
I hate this miss conception that post processing should not be used on mobile, many of the best mobile games use a lot of it, even in VR. But the...