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1. It depends on which render pipeline you are using. For HDRP, there is a built-in system for automatically updating the sky at runtime. For BiRP...
Hmm... This setup should work as the URP Lit shader supports transparency with baked GI. If you can be bothered, a bug report would be much...
Are you sure they aren't on their own submesh? If you are able to assign a custom material to just the windows, then they are on their own submesh...
Looks like a bug. I suggest filing a bug report with the problematic scene included :)
I'm assuming the windows are their own submesh. Which shader are you using for the material on them?
Hmm. When you unload the scene, you should have to call Tetrahedralize to see the probes disappear. I assume you are already doing that part,...
The GPU lightmapper doesn't make use of the chosen graphics library - it uses OpenCL. Changing this setting shouldn't make any difference to...
Yes, that's right. I must have misinterpreted your original message. Tetrahedralize calls always deduplicate probe positions across different...
Do you have a callstack? Usually you can Ctrl+F for "Crash!!!" in the log. Are there any other errors? Regardless, you might want to consider...
Hmm.. This is a good question. Let me try to gather my thoughts: The original goal of the API was to enable the use case where you want to load...
Assuming you are talking about Adaptive Probe Volumes, you are right - per-probe occlusion isn't currently supported by it. It's being worked on,...
Looks like texel validity artifacts to me. Might be fixed by enabling double sided GI or fiddling with the backface tolerance. Given what the...
No, sorry. A lot of refactoring happened between 2022 and 2023, and this change was quite encompassing. Our assessment was that the complexity and...
We don't provide any built-in system for dealing with seams occurring between separate lightmapped renderers, and I don't believe anything is...
So, there are 2 settings to keep in mind here: Max Lightmap Size - Controls to the maximum size of the lightmap texture in pixels. This is what...
Considering you are on a different platform, the cause is likely different, so you might want to consider filing a bug report. The "Failed to find...
I believe your request is covered by a combination of these roadmap items:...
As far as I remember, in URP's default shaders, the Double Sided GI flag is controlled internally based on what "Render Face" option you have set....
For baked GI, the lightmapper and light probe baker support emissive materials just fine. But it sounds like you are talking about a...
Likely the underside of your stairs steps have exposed backfaces, or something like that