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Ah, yes, that's probably it. I don't remember switching over to Linear (I thought I was using that the whole time...), but switching back to Gamma...
Hi! I've been using NatCorder for a few months and loving it! But recently, after taking a break from recording for a while, I discovered that my...
Here's a simple demo project that illustrates the problem for me. It should work for deploying to any Android device. You can deactivate the main...
Thanks for responding, twobob! I don’t think overdraw is the problem. Not only does the problem still occur with opaque materials, but also I’ve...
I'm building a game for the Gear VR, so it needs to render twice and hit 60fps on a Samsung Note 4. I'm running into performance trouble, and I'm...
Good to know, thanks! I'll try it out.
Ah, I see. These objects don't write to or read from the depth buffer, so I thought that would allow them to skip that step entirely. Is the basic...
Thanks for the reply. I'll try to give more detail. Here's a screenshot of my Profiler while rendering the scene; it looks similar for the GPU as...
I have a performance question too: Based on the Unity Profiler, it looks like using Glow11 (oculus version) approximately doubles the CPU time...
That worked, thanks!
Hi Sven, I'm happily using Glow 11 for the Oculus Rift. I'm using the latest Rift version and got the AA hotfix, but I still get an inverted glow...
I'm currently developing for the Oculus Rift. I bought Glow 11 and tried to use it, but the glow effect was offset from the object for some...