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Hi, Are you planning to update to URP 11 on 2021.1 ? We have done a lot of work to improve performance. The main area we optimized was to...
Hi, Happy to help.. let's start with this: What version of unity and URP are you working with?
Hi, Yes, this is on our list. We will get to it asap. In the mean time, can I get some visual references... Thanks for reaching out.
thanks for the feedback. We'll make sure it gets updated...
Are you creating a project from scratch or did you use the Starter Kit?
I've submitted your ideas into our internal feedback database. Thanks for this. We will look into it for sure!
On it. GC should not happen. Please stay tuned.
This is the strategy most suited for smaller games. It seems that you have vastly exceeded this strategy. This strategy works if you are small and...
hi, Thanks for the feedback. We have heard about this (or variation of this) before and we would love to fix it. We tried to attack it about a...
Please submit a bug and I'll take a look at it thanks.
Oh man, there's so much I want to say here but I don't want to sound like asking for forgiveness/sympathy. So I'll just address some desires here:...
Hi the current runtime has not been optimized yet therefore you will experience perf hit. The next version 2.1 will have a highly optimized...
We'll debug this. Thanks. Please file as many bug report as you can. It helps. This has to do with the animation system. As long as the bones are...
Hi, Sorry about the delayed response. (It seems my entire team has gone into the festive mode). I'll try to answer as many as I can. Again...
This has been fixed and we are pushing a new version asap.
Thanks for reporting this. Let us jump on this.
The SpriteAtlas has been out since 2017.1 . Note, we are upgrading its documentation to give a more comprehensive overview of its features and how...
The fix was back-ported to 2018.2 8-days ago. It should be coming out in a patch anytime soon. We are also rewriting the entire SpriteAtlas...
Let us look into this. Thanks for alerting us.
We were working but there was a bit of a resource reshuffling around the navmesh team. We got put back to the queue. Please let us work it out....