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Is this even possible with Nvidia phsyx?
Without colliders you need to use two joints
What is being graphed here? Velocity? Is there zero drag on the rigidbody?
None of those devices can handle that many batches and vertices.
Is this still not possible?
Having the same issue on Quest devices, any chance you found a fix? My lightmaps don't load either, but PC builds are fine!
Bump, same issue
At one point Unity closed this bug report because the submitted project performance loss was caused by shadows being enabled. They said the...
Why did you multiply by 10? Just needs to be 1 / hmd refresh.
Yes. But if you're doing that then it's not physics based walking. And even then you only need to pin the hip or root. Not every bone.
Animations generally are rotations. Not translations.
Using URP and mine also usually decides not to render most of the time. Sometimes it works.
You should have zero concern about using raycasts and colliders. Your game looks very simple CPU wise.
Updated from 2021.3.19 to 2021.3.29 and this started happening. Addressable version didn't change. v1.19.19 before and after.
I've found this field works like intended if I modify the texture importer meta file. This field wasn't exposed in c# until 2022 as it was marked...
What's the advantage of using this vs stock SSAO from Urp?
Just got lucky and stumbled across a post on the Bakery GPU lightmapper thread. 2021.3.19 URP 12.1.10 The issue is casued by the following...
Just want to give you a shout, you just saved me from pulling my hair out. Decal feature with Automatic or Dbuffer, or SSOA with After Opaque...
Having an issue where baked lighting is completely wrong in build, sections of the level are dark or wrongly colored completely. No issues in play...
Only the joints x axis has lower and upper limits. Y and Z only have one symmetrical limit.