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You should not need to create a custom material property, what Entities Graphics does is it uploads the `Entity` type data from the chunks as the...
URP deferred does not currently render local lights for transparent entities correctly, because that uses the regular Forward path which does not...
Thank you for the analysis and the suggested fix! This certainly looks like a bug slipped in.
This is likely the same issue (the "trying to allocate" is an extremely large number, because of a threading problem), so it should be fixed.
Unity 2023.3.0b5 and 2022.3.19f1 should contain a fix to this issue.
Your issue is being investigated by the team that is responsible for subscenes and subscene loading. Unfortunately, I can't give any specific...
Unfortunately there doesn't seem to be anything specific to this error in the log, but your earlier callstack from the other thread fully matches...
After more investigation, I think it seems very likely this is caused by an ARM specific internal bug which causes a threading race condition. I...
When you observe the crash on Android, do you see something like this in your logcat output? D/Unity: Could not allocate memory: System out of...
This is not a known bug, but it does sound like a bug. Please submit a bug report with a repro project if possible.
This sounds like you might be missing #include "com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" If you already have this include,...
You can jury rig a GPU fence using async readback requests (readback completes = the frame it was in is done), but that can cause problems with...
If you use LockBufferForWrite, you must manually ensure that the GPU is no longer using the buffer when you update its data again. This is most...
Modifying the material should work, it should not cause a crash. Is the Material registered with the BRG? Your code snippet does not contain any...
Likely the most efficient way to accomplish this would be to modify the Entities Graphics package, so that it contains a boolean flag, and make...
I don't think you can completely disable the Camera for BRG, but you can compare the BatchCullingContext.viewID against your own opt-in (or...
Thanks for reporting! This seems to be a bug, which we will fix in a future release. If you require a solution right now, the fastest way is to...
Unfortunately there is a bug in a recent performance optimization that seems to cause this. As a local workaround, if you are willing to use a...
That could be a bug. Opening and closing the subscene without modifications should not invalidate the lightmap. However, if you make any...
HR 0.51 should be compatible with 2021 series. These error messages suggest that there might be some #include problem, possibly related to the...