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We have night scene in our game and we're using directional distance shadow mask. We simply bake the scenes using appropriate light value,...
There's no single answer, it really depends on your needs. I don't know if light layers works for baked lights, and lightmap wapping in not...
If it's a single 'world' composed of different scenes, the only way to bake it properly is to make a single bake with all the scenes together. If...
Yes, the directional light (all the lights, actually) affects all objects in all scenes.
It's correct, since if an object is dynamic it's not using lightmaps so it's receiving realtime light from point lights in your case. This is...
I don't know about the difference with AssetBundles, but you it's not (only) about build size. By using ASTC 6x6 you're using less than half the...
Are you using different URP profiles? Make sure shadow are enabled in the URP profile you use in Quest.
I totally agree that not backporting stuff that can potentially wreak havoc in previous version of the engine is the way to go. On the ‘no freeze...
I think this is very tricky depending on the project. We tend to stay on the latest version possible and we've been pretty update happy in the...
Don't get me wrong, this is totally understandable and it makes a lot of sense. :) I just wanted to point out that IMHO on longer / bigger...
Don't get me wrong, this is totally understandable, but I think it exposes a major problem with the current Unity update cycles: some important...
It would be really great if the fix will be backported to at least 2021 & 2022 LTS. If you're in production right now it's pretty much impossible...
What we use is a very basic networking layer in the end. I think any readily available networking system, or the latest one provided by Unity...
Thank you! :)
Hi! In the end we've not used AR Collaborative session for... reasons. :) We rolled out our own networking solution using Game Center, and it's...
I don’t know what to say, that message means that there are too many real-time casting point lights in the scene. If it’s not a bug Unity side,...
Reduce the numbers of real-time shadow casting lights. Real-time shadows are incredibly expensive, you should enable them on very few lights and...
Your shadow resolution is too low. Reduce the shadow distance by a lot.
Burst will -not- take 800MB in build. I don’t have a precise number, but I’m pretty sure impact size it’s negligible in build.
I won't comment on the full post, since in our experience (and we have a lot), URP is absolutely on par with built-in but with better...