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The trees are looking much better now, it seem to have a considerable additional cost though. Also when I turn the camera the textures seem to be...
The output of each pass is now looking like this: AlphaTest [ATTACH] AlphaBlend [ATTACH] Both enabled [ATTACH]
Alright, so I actually might have got something here. At first I thought you could just have a pass to write to the zbuffer and then have your...
Hello everyone, I have been trying to figure this one out for quite a while now. After some digging, I found three acceptable ways to render alpha...
Anyone trying to get this to work in HLSL/ShaderLab. Here is how I did it: Varyings vert(Atributes IN) { ......
Hello @RiskyMelody and @JWittig, I haven't had the time to test again, right now it is not a deal breaker for me, I needed to follow through...
Hello @Nilokilo, Like unity_shane said and is stated on the docs, it keeps an asset bundle in memory if there is anything referencing any of the...
No one has posted here in a long time, but I thought to leave my contribution to the issue. In my project I ended up creating my own "button"...
(It doesn't let me post more than 5 files, will continue here) Unloading Scene 2: [ATTACH] [ATTACH] Ref count at 0 (if I read correctly), memory...
@unity_shane, Hello! Thank you for taking the time to answer! I couldn't manage to enable the Addressables memory profiler module. I installed the...
Hello, I am trying to implement a system to handle asset loading and I am using addressables. Everything worked perfectly, it loads and unloads...
So I figured out the problem. I created a blank URP project, brought my code to it and set all the VR stuff. It worked normally. Started checking...
Hello forum, so I have an app that has some sort of real time day cyle which I am building for the Quest 2. To achieve this, I am doing some...
For those, like me, who stumbled on this thread. Here is a possible solution (or workaround): [MEDIA]