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Yeah, that's what I discovered. To save other people this confusion in future, it might be a good idea for the editor to show in the...
For future people's reference - the issue is that we shouldn't be changing it via GraphicsSettings.renderPipelineAsset anymore - it should be done...
Was this ever fixed? I'm having the exact same issue. No matter whether I'm dragging it via the Editor, or changing it in script, it's always...
The release notes for which version? It's not clear to me exactly when this issue was fixed as I went directly from 2019.4.15f1 to 2020.2.6f1.
It is smaller (but not to the same degree as the other side is now larger). I did wonder if that was the case, which is why I was querying if the...
Hi, We're in the process of upgrading our project to the latest version of Unity (2020.2.6f1 at the time of writing). Unfortunately, however,...
This is a very useful tool - thanks for pointing to it. I'll dig deeper with this and see what I can find.
We are, yeah. I saw mention in other threads of the same shader being referenced in multiple bundles counting as multiple shaders in the ShaderLab...
@aleksandrk - thanks for the more detailed response and for answering the questions. For #5 - is there someone on your side you could ask or get...
@aleksandrk - I think we all can understand that ShaderLab covers "any memory allocations on the engine side that are marked 'ShaderLab'. The...
Same problem here. Exact same setup as nsfnotthrowingaway, except in my case it's a GTX 970. Everything else the exact same - and suffering from...