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Definitely some great information! I'm gonna have to look into stochastic sampling!
Simple question: I have a huge map (I don't want to worry about efficiency in this question so just know I have that all figured out). What is...
Hey, I have been working on Screen Space Shaders for a new project and I have been a little concerned about efficiency due to this project being...
I don't know anything specific about the Unity extension as I am unfamiliar with it, but most VS Code extensions have some sort of config file...
Simple Question: Why is this shader not writing to the depth texture? (I am no shader expert but I have been using the following depth passes...
MY SOLUTION In case anyone is having a similar problem and can't figure it out, here is how I fixed it: I created a ScriptableObject called...
Haha 'tis the question I have been asking myself. I am using a Compute Shader to generate blades of grass at a RWStructuredBuffer of the...
Ok, that does make sense. However, even if that's slow and takes up about 1.3 GB of memory, shouldn't my iPhone slow down, not crash? And my...
It looks like I hit this error in Xcode UnityGfxDeviceWorker (39): EXC_RESOURCE (RESOURCE_TYPE_MEMORY: high watermark memory limit exceeded)...
Thank you for your reply! I am definitely not claiming to know everything about memory lol. I am acty not very versed with the understanding of...
Hello :) Long story short, I end up using jobs to raycast about 45 million times and then generate 45 million structs called SourceVertex for...
I think the best way to do this would be to use a kinematic rigid body. Just add a rigid body to your platform, turn off gravity on the rigid...
I have been working on a water renderer for my current project and I have boats that need to sample points on the water in order to move on the...
Are the LODS for terrain or just vegetation? Unity's default LODS can provide horrible performance. If you have tons of vegetation, then that...
I like this idea, but unless I’m not thinking clearly (which is highly probable), then I would have to check the distance between every blade and...
Oh haha. After reading what spiney199 said, I get what your issue is :). Yeah, spiney199 is correct.
@CodeSmile Yeah, I totally agree about that being overkill. I am not needing any of this to be done in gameplay. I just want to be able to edit...
I will look into BinaryWriters and how they might be of some use. Will I be able to massively improve save speeds with them? Even with a list with...
Maybe this is too late, but I saw that this had no replies. If you no longer are working on this then feel free to ignore this :). I need some...
Ok... So... First and foremost I want to say that I am by no means an expert on the topic of this thread; however, in the last few days, I have...