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To illustrate the problem better, sky occlusion seems fine in the non noisy probes, and dims as I rotate the light appropriately, but the bright...
I tried baking with both Realtime and Mixed for the directional light, but got identical results, the Sky Occlusion debug view also seems pretty...
I would love default events you can subscribe to in each animation for clip start and end points. I'd also prefer being able to get a reference to...
Yes. We're also getting the associated better .Net GC, Nuget compatibility, and a proper fix to the domain reloading problem.
I've been doing some testing with Sky Occlusion, but can't get rid of these noisy artifacts. The scene looks fine without sky occlusion turned on...
There's a way to do that in the Unity 6 beta, but Unity 6 overall isn't the stablest yet. Good news is it'll be there in the LTS.
A bit of baked lighting and subsurface scattering should do the trick.
Sounds good! I assume it might be targeted for Unity 7, but I understand if you can't share a release timeline yet.
Check the recommended workflow on the docs for 1.8, you'll be pleasantly surprised....
Why would they even go to the effort of changing the splash screen? It's honestly so much worse now. The rounded aesthetic and progress bar from...
It's been almost a year. Is this next version still being worked on?
Wow.
+1 What even happened to the experimental ones
Great to hear! Can you talk any more about the solution chosen for assessmbly reloading? I heard a while ago about having multiple "rings" of...
For Specular Anti Aliasing specifically, it's not an HDRP setting it's a setting specific to each material. Try turning it on for the materials on...
It's been a little while since I've heard about Burst Occlusion Culling. It would be nice to have a cpu side option in unity 6 for cases where gpu...
I was wondering if this feature (which exists currently in HDRP) might come to URP. I saw a thread a while ago that a test implementation was...
You might want to try specular AA on some of the shinier materials, it helps a lot with glossy and metallic surfaces. As for lighting that's a...
They never gave a timeline, and having been on this thread a while, I can say while the work hasn't progressed the fastest, this project has had...
Nice! (now we just need a faster shader compiler)