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Will this include switching render pipelines?
Thank you. That makes sense. I am using the texture for RWTexture. I'll use LoadStore to get the format closer to a compatible one (user...
There isn't much information about this in the documentation. If I need a texture format from SystemInfo.GetCompatibleFormat for a compute...
That's surprising to hear. They are still very relevant as it is the only way to set default textures for shaders for example. I am not holding my...
Default references are exposed when inspecting a script file. It sets defaults when using Reset. Anyway… Unity will know what it means. I...
You are way off base. You need to reread the post.
If I have the following: public class Mono : MonoBehaviour { public Nested _Nested; } [System.Serializable] public class Nested { public...
Thank you. Will this be fixed for Unity 6 preview? It is currently breaking Crest.
The water system is leaking uniforms. For example if you create a Shader Graph with the property "Foam Smoothness" and set the reference to...
The Unity Hub will recommend Intel builds for AS devices even when there is an equivalent AS build available. I don't think anyone would want an...
This is a thing now.
https://github.com/Unity-Technologies/Graphics/blob/e771cc72b7c145c164d821fd4cd3d6896e3c49cf/Packages/com.unity.shadergraph/Editor/Generation/Targe...
I do not think I could make a reproducible to convince the bug team so just posting here instead. When the vertex graph is called with the...
Have you solved the issue of the Additional* components for cameras and lights etc being automatically added and interfering with each other if...
Apologies. I forgot to reply... I was advised by Unity to never use a temporary RT outside the pass it is requested from, even if it is within the...
@AndrewSkow Thanks for the reply. Any chance of there being a document made? I am finding this would also be useful for components too which I...
Currently, it only support Metallic. Would be useful for cross RP graphs.
This is for a utility which will be used by others. I am not going to be able to add much friction (if any) to the process.
This approach will not fully cover Unity's mechanism for including/excluding assets in a build. Either Unity needs to publish a spec or they need...
It would be useful if there was an OnBuild callback similar to other callbacks like OnBeforeSerialize/OnAfterDeserialize. This would be called per...