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I am currently rolling my own player joining mechanism for a local multiplayer game. I was looking at the source for the PlayerInputManager class...
@Andres19899 is there any new info on this?
Thanks for your help and insight. Also I should mention I am not using the built in shadow renderer. I am making my own. Unfortunately I cannot go...
Well I guess I'll investigate the speed of reprocessing normals every frame, and we will have a speed competition ;)
sad bump :(
I appreciate the support and tips! And yeah as it stands it REALLY doesn't support skinned meshes considering I just create a renderer with a...
[ATTACH] ahhhh what a beautiful thing. cool looking shadows with ugly looking code lol I have had a few approaches. The most optimal seems to be...
Hmmm, that's unfortunate. the Blit() method has the same result. Its definitely strange that it works opposite in editor and game view. Does this...
bump
Here is the result when using that define tag instead of my flip code. It seems to have the same exact result :( [ATTACH]
I would really like to be able to draw a mesh within a SRP render feature without having to use CommandBuffer.DrawMesh() because it calls SetPass...
I am working on a custom render feature for the URP pipeline to render special shadows. It works fine, but I am loosing a lot of performance when...
Hi All, I have been working on a project for generating pixel perfect sharp shadows. I am generating shadow volumes, and using a custom render...
Hey great! Unchecking GPU instancing totally solved it for me. I'm not doing any crazy particle sims or anything, so any speed id get from...
I've done this and cannot seem to reproduce the issue. I could probably spend a bit of time and remake the particles again and it would go away....
I am using a particle system to render explosion effects. And it works fine when using a billboard. [IMG] But when I use a mesh for the render...
Thanks for the reply! That helped immensely! Another less pressing question, Am I able to specify the output path? Or should I just move it after...
Hi, I have been trying to get this to work for a short while now and seem to be running into a few bugs. I searched through this thread but...