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No response (not even an automated one) - I'm thinking comments to a Closed bug might be invisible? This was bug #IN-51624.
Ok, I added a new comment to the bug thread. Thanks.
STILL hoping there might be some answer on this. WHY do I have to spend so damn long waiting for compute shader variants when I didn't use to? It...
The question still stands: should compute variant compilation be occuring for an Editor build? ...However in attempting to restructure my shaders...
So I had several exchanges with a QA team member and the conclusion seems to be 'working as expected'. I really don't understand this when the...
I created a pretty simple repro project that's 100% for me. Logged as IN-51624.
It looks like this issue only relates to .compute files. I can change a .hlsl file that's included into a .shader file and this doesn't trigger...
So I reworked things to eliminate the need for a custom copy of Core RP. I rebuilt a test project with the following exact steps: Create brand...
Ah, I see. Thanks for clarifying. I'll take another look.
Thanks for the reply (and sorry for the slow response). I just got back to looking at this and was trying to prepare a simplified test project in...
I've been away from working with compute code for a little while and now that I return to it I'm noticing that my editor build time for even the...
I think I figured it out... I believe the critical thing is that SystemBase's Dependency must include all jobs that reference the CollisionWorld...
Another interesting aspect to this: I have other systems where I've been quite happily using Raycasts from within IJobEntity jobs. For those jobs...
I'm having a lot of trouble with dependencies when trying to call physics ray-casts from a scheduled job. I was hitting this issue with...
Oh, and by splitting that large ComputeBuffer into three smaller ones (each <= 512Mb), that did fix the unbound buffer issues and got that system...
In case it ever helps anyone: I suspect that another difference between DX11 and Vulkan/DX12 is that on DX11 buffers are perhaps always...
So from more experimentation (I created a dummy buffer alongside my real one and incrementally adjusted the size) it looks like on Vulkan at...
So my game is using a custom SRP and a lot of Compute kernels. Under DX11 everything runs just fine, but I've been wanting to also support DX12 or...
Ok, thanks for the reply. Bug logged as IN-10634.
A bit more experimentation and I've found that if I read the entire buffer it works fine. But even with base and size alignment of 64k (well 16k...