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I'm attempting to setup some integration tests that follow the process of (LoadScene -> Trigger some behaviour -> Validate result of behaviour ->...
I'm a colleague of @ed-fj . We've been previously building with the following target architectures on Unity version 2021.3.5f1, Burst version...
To add to this, we've attempted to call their "Rebuild and Save All VFX Graphs" function as part of our build script. This had to be done dirtily...
We've had this problem with Visual Effect Graph package version 12.1.7 in Unity version 2021.3.5f1, this is especially annoying with CI builds as...
Hello, Since updating from Burst 1.7.4 to Burst 1.8.2, we've been experiencing freezes in our CI builds during a point at which the Burst...
Update: I've copied the relevant parts of the GlobalIllumination.hlsl file into our own .cginc and have edited the Irradiance to just always read...
Thanks for the quick response, it's seeming as though this won't work either sadly. After looking at GlobalIllumination.hlsl and reading some of...
As our project almost exclusively uses instanced rendering, we were exploring alternatives to being able to use reflection probes. We could get by...
Hi, thanks for the response. I queried Unity on this here and it's actually a non-documented limitation of URP either in Forward or Deferred...
We've actually migrated this project from HDRP to URP, which is why this problem came as a surprise as it was never an issue in HDRP. Presumably...
Hello, Our project makes heavy usage of instanced rendering, but we've found that only the environment reflections set in the lighting panel have...
Hi, On this topic, we're attempting to get reflection probes to work with URP using the deferred path and are still running into issues. Normal...
I'm getting this same error as well in our project, this is while calling Update on the World. Using 2021.3.5f1
I'll try to get a repro soon, the fact it doesn't happen 100% of the time in builds will make it difficult but I suspect it's something to do with...
Currently using 18.0-pre.1, but it also happens with 1.7.1
Brilliant, looking forward to seeing that.
Hello, are there any plans for adding API support for using NativeArrays in PrefabVariationData rather than managed arrays? We use the no...
We're making use of Burst-compiled FunctionPointers, however we are frequently and randomly getting errors when building the application that...
Thanks for this, it solved the issue.
Hey, we're getting some unexpected behaviour from the Shadow LODs. It seems that the first setup for Shadow LODS results in no shadow being...