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If you just want to check the shaders and their variants in an exist bundle, there is a Unity official package AssetBundleBrower. But in fact I...
Are you set any MaterialPropertyBlock to your MeshRenderer? (Including using Animator to controll its material's properties.)
Although you set material/shader's ZTest to Always, it just only on the top of all objects whose ZTest is not set to Always or Great etc. First...
I cannot edit this thread. And I missed a shader attachment. And I didn't find out how to delete this thread, so I posted a new one. (Maybe the...
I am writing a custom shader under URP with SRP Batcher enabled. I want to declare a vector array property, say "_Colors": half4 _Colors[8]; and...
Looking forward for backport of 2019.4 LTS version :)
Hi @aleksandrk I found these logs do not go to logcat on Android. I am using Unity 2019.4.5f1, with adb command like: > adb logcat --pid=<pid>...
Thank you very much for the explanation in detail! So glad to hear that! Afaik, interned strings often take considerable memories and there is no...
Thank you for the explanation! And I agree with you mostly. But I am confused with where is the pool that contains the interned strings. Is it on...
Oh, that is to say, the interned string instances will not be created until I try to access them by literals or string.Intern()?
Thank you for the reply! But I found another question: it seems that interned strings, including literals and strings passed to string.Intern(),...
Alright, I found it has been fixed in 2019.4.10: https://unity3d.com/unity/whats-new/2019.4.10
And, managed object of type TestClass[] inside array2 also not found.
Hi there, I found jagged array (T[][]) may not be collected in memory captures. Test codes are something like: public class TestComponent :...
Hi, If you only want to support ONE blur layer, I just found this is can be implemented by a UIRenderer(a ForwardRenderer asset used by UICamera)...
Hi there, I found URP set global variable `_DrawObjectPassData` in `DrawObjectsPass`, but `RenderObjectsPass`(the pass of RenderFeature, which is...
Hello alek, I found this TODO is still in...