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Yeah, that bothers me too. Because it’s not that rare when you need to store array of structs into a constant buffer. Especially blocker when...
Note that for enabling this extension you will also need to hook vkCreateDevice and pass it there, not in vkCreateInstance.
Ok, I made the plugin work in build. You MUST to set the dll into x64 mode, and only in x64. Tick off the checkmark from x86. Unity won't complain...
Same for me, plugin doesn't getting preloaded in build, while works correctly in editor. Now on Windows. Filing bugs are tedious because this kind...
Hey! Just got the same error! The solution is to change Hook_vkGetInstanceProcAddr function, you will have to return original function address if...
Having the same issue. Android, Unity 2022.3.3f1. Doesn't work correctly with ASTC on OpenGL ES 3.0+, but does work on Vulkan. Also there's no way...
@Bunny83 thanks for warning, it's safe when you know what you are doing. Unity hides a lot of precious stuff under FreeFunctions or InternalCalls...
OMG, guys, this stuff exist in native world and of course you can obtain it in C#, just apply low-level thinking (and I can prove that it's much...
There are not so many things that will go wrong actually. Anyway, csharp objects are wrappers, but calls goes to native objects, and c# knows...
Yeah, that seems similar in a way, but doesn’t access object internals, which allow to gain even more performance.
Hello, I want to optimize access to the fields of Unity objects GameObject/Transform fields like instanceId, localPosition, etc via C# scripting...
Hello, could you please add Mat creation from native (user-allocated) data pointer? For example if user have color buffer stored somewhere copying...
It would be also nice to have control over RenderState for CommandBuffer.DrawMesh/DrawMeshProcedural e.t.c to set render state params like...
methusalah999 oh, I've missed you can't do that without native plugin and DX bind. But can you draw your mesh with DrawMeshProcedural straight...
Same for me. I get this error only when using SceneView, so it's better to file a bug and don't care about that for now. BTW if you make...
@methusalah, yes, there's a way for sure. Even without native plugin you can copy data via Compute Shader. You need to define structure for your...
Hello, I'am writing custom render pipeline and I want to send additional per-object params for rendering (which cannot be done without having...
@tim_jones oh, I see. Now it's working, thank you :3
Hello, I'am trying to use BurstCompile to calculate Crc64, so I have static class marked with BurstCompile, Compute function, also marked both...
No, because you can't get Texture/RenderTexture directly, so nothing from them can be called :c May be shadowmaps even using Temporary Render Textures