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Thanks Skiriki, yep, I had read this forum thread on the Editor differences previously, but I'm experiencing this in both the Editor and in an...
Hi, so I'm trying to understand what I should be seeing in the Memory Profiler after using Sprite Atlas. Let's say I have a Texture2D with lots...
By coincidence I hit the very same issue today, but with Rigidbody.MovePosition instead of Rigidbody.MoveRotation. Like Gregory has posted,...
Thanks Graham! I'm glad a fix is on the way.
I've created an incident report for this: CASE IN-34402 When I open the Editor (2022.2.9), click the 'Play Mode' drop down and then select...
Is there a reason a Material-based solution wouldn't work for your game? Of course, if you're doing a Resources.Load call for every object every...
This is the mega thread on the topic, plenty of things to try there. In my experience, filtering the shader variants helped some, and not...
While it's not built into the Editor, Unity's freely available Boat Attack URP example (which has been around for some years now and remains...
Regarding the second approach, no, it wouldn't be 9 combinations you're concerned about, the mesh renderer would ideally have a transparent...
A few different ways to approach this - the naive approach which may be absolutely fine for your needs is to use Decals and 'project' an image...
No, ambient occlusion was added in URP 10, which I believe is Unity 2020.2.
I... have a feeling Google Translate is going to struggle with some of your imagery!
Two more things that effect the shadows: Firstly - the shadow resolution. I notice that in your screenshot even if there was no gap next to the...
In classical 3D scenes you'd get the right night-time colours by changing the Ambient Light - the one that's exposed in the lighting window - from...
Just to clarify, you're pulling in the depth texture data from somewhere like a Depth Node in Shader Graph, or sampling from _CameraDepthTexture...
If your camera is not entirely static then changing the shadow cascades or the max distance like you're doing in the video won't solve your...
In realgameView.png and PixelScaleMockUp.png it looks like your camera is set to Orthographic, so I'm not convinced you ought to be using actual...
If the scene is static, with the lights not moving at all, then you can bake the light map and escape these limitations of the realtime lights in...
No chance of a non-Burst version of modern URP, it's used too much for jobs that culling lights, which of course you want to be as fast as possible.
Who knows! I'm don't work for Unity and have no secret info. I think the changes in URP 12.0 improved things for a lot of people, there's a forum...