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Should I report a bug through the issue tracker for the bug in the original post of this thread? I can't see Emmet's one (but I can't seem to...
As the topic says I'm having trouble with DrawProceduralIndirect with DX12/Vulkan in 2021.2.0b3. Basically it just doesn't work (doesn't draw...
My example was based on editing the shadergraph package (copying the whole thing to your packages folder, and adding the class I pasted above). If...
Same issue here in 0.16
@charleshendry I have considered/tried this, just it doesn't work in some situations where i'm already using a SharedComponentFilter. Still, it...
G'day, I'm having to duplicate most of the code in my game because we can't use Entities.WithAll<T>, which is getting really frustrating. My...
@cecarlsen Yeah agreed, or at least be able to set a vertex buffer with DrawProceduralIndirect so the mesh isn't necessary. But it seems like a...
I made a Vertex ID node.. but it has to go in the shadergraph/editor package (I'm on 10.2.0), and it returns a float instead of an int so it's not...
This works great for me: https://github.com/keijiro/Smrvfx
Has any progress been made on this? I haven't found anything new to help in 10.2.0.
In the meantime, how do you advise binding serialized objects/properties to custom controls? Is there a way to actually use...
G'day, I'm trying to make custom BindableElements that function the same as built in controls. I've been successful at doing so but I have to use...
I think we would also need access to arrays (possibly arrays of custom structs unless we use a buffer for each vertex element) to be able to do...
It would just allow for some slight optimization in my case that might not even make any difference (I can reset the counter outside the command...
I think you missed CommandBuffer.SetComputeBufferCounterValue
Thanks, I cloned it from github while I was waiting. It looks interesting... I'm looking forward to better workflow for small premade clips (like...
The ZIP file/release doesn't contain the FBX files.
Is it just me or is this broken with forward rendering with 3.9.0.148 and unity 5.3.1f? It could also be older versions.. I haven't tried for a...