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... and a few minutes later I see my mistake. The deprecated overloads don't have materials so they must be using the active material state under...
https://docs.unity3d.com/2017.3/Documentation/ScriptReference/Graphics.DrawMesh.html Why is Graphics.DrawMesh deprecated in 2017.3.f1? It's not...
This is exactly what I'd like to do. Either an IList<Matrix> or fixed array with a count is acceptable, similar to the SetVertices etc. methods...
This is great! My only request is to please change Matrix4x4[] to IList<Matrix4x4> so that I can re-use my matrix buffers when changing the...
I tried this a few days ago. Unity unfortunately crashes with an error about insufficient RenderNodeQueue memory with ~5000 Graphics.DrawMesh...
I agree - I will settle for this switch, but it would be perfect if this could be handled automatically. Thanks!
That's what I would like to have happen, but unfortunately it's not how it currently works. If meshes can be dynamically batched, that happens...
This is a really great addition. Thanks for the holiday surprise! Can Unity turn off dynamic batching for meshes that support instancing? The...
It's not IFC, but we've released a Unity extension at http://www.virtualaec.com that does this for Bentley i-models, which are able to maintain...
Yes, I'd be interested and I have clients who would also be interested. This is for traffic visualization, so the more mundane cars are most...