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Currently, I've found the major problem of this api on 2021.3.26f1: This api could only handle 1 AssetBundle per 2 frames. If I started like 30...
Currently, we are using dynamic load and unload heavily to maintain the memory budget on some previous generation consoles, like Switch. As...
Currently, our project has 2 sets of skinned meshes for characters - one for default, one for low performance hardwares. Both of them should share...
The fileIds of model fileIds were pretty presistent - root Transform will always be -8679921383154817045, if it has a child called Bip001, it's...
Currently, we are using models under different quality for different platforms. As far as I tested, the fileId of models, unlike prefabs, was...
I just need some advices on the performance impacts on tweaking down or up the granularity value instead of asking solutions to a problem. The aim...
We've already made some progress by setting the Bucket Allocator. But by adjusting the main allocator, we barely felt any difference. How to...
I'll tried once and failed to find it. Probably try this again.
Currently, after my project upgraded to URP, the shader build time started to take major part of assetbundle build. [ATTACH] As I've already...
:D Thanks for explanation. So I think I could try to reduce the chunk size even more.
I've trying to modify the default chunk size and default chunk count of shader variant loading settings. But from my experiments, there's no...
Is it possible to get the ShaderCompilerPlatform for release on current platform and playersettings via some builtin api? Or I have to calculate...
Many thanks. I've found using an empty project for memory profiler would be much faster.
:( Currently, I really hope memory profiler could export the data in ui, which accurately exactly like excel data, into excel readable files,...