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noticed that all crashes happen on Adreno 5xx series GPU
Any hint on this? [ATTACH] Fatal Exception: Tombstone: Version '2021.3.16f1 (4016570cf34f)', Build type 'Release', Scripting Backend 'il2cpp',...
the only way to fix this is to set the shadow distance to 0 when the camera and mesh are far away, and revert if needed when the camera is close.
this is really a disaster, got tons of these on the latest 2021 LTS [ATTACH]
Got tons of theses crashes after updating to 2021.3.15f1: Fatal Exception: Tombstone: Version '2021.3.15f1 (e8e88683f834)', Build type 'Release',...
Still happens on Unity 2021.3.13f
Its almost 2023, and we still cannot change Animator target transition. What to say about anything else. Upd: stock price says its all From 120...
looks like there is a menu to copy, but no to retarget
I don't have much time to describe theses bugs in a helpful way. I want to give a general impression. Yes it's the same project, its a couple of...
I can say that it is broken or at least behave different in almost every major aspect: - Lots of critical editor bugs, and poor performance...
Unity tech team should stop chasing on features and switch to bugfixes for at least a year or two. Your goddamn product is unussable.
Looks like a quick fix is to add && !defined(SHADER_API_D3D11) Common.cginc // Mobile: use RGBM instead of float/half RGB #define USE_RGBM...
Unity has turned into a dump of different technologies that do not get along very well with each other, and with each version it only gets worse.
There was no library folder at the moment of upgrading. As a side note whole project import takes 45 mins vs 25 min in 2019.
Hell, even the Stats popup (!) and Frame Debugger are broken, it's just unacceptable
After updating the project from 2019 LTS to 2021 LTS, we encountered a huge number of bugs, some features simply stopped working and it seems that...
Bloom (https://docs.unity3d.com/2018.2/Documentation/Manual/PostProcessing-Stack.html) is broken in the latest LTS version 2021 It worked just...
if anyone wonder looks like this happens when camera switches for more than 1000 units distance then shadows becomes buggy
using Task = System.Threading.Tasks.Task; The type 'Task' exists in both 'Unity.Tasks, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'...
Up, its still an issue. Any help from Unity team?