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From what I've been told compiled shaders on the SRPs are a lot more bloated compared to compiling shaders on Built-in. In my own opinion, Unity...
@richardkettlewell I feel that velocity over lifetime relies on the transform values of the game object the particle system is attached to rather...
would this macro work for anything besides the 2D array?
it poofed
the page poofed out of existence.
Wish you luck on that.
I'm honestly surprised that Bakery hasn't implemented Radeon's HIP or possibly add the new HIPRT, though it might be generic CUDA porting from...
Currently I am using Unity 2019.4.31f but I could not help but notice an issue with regards to Unity's mipmap generation and how it's broken for...
Hopefully VR support can come soon
would this be a consideration for an update sometime in the future?
As of right now, this is a correct assumption. So far it does compress better on disk without the runtime scripts for the time being, hence I was...
If this could be integrated at the minimum for 2021 LTS and 2022 LTS that would be well appreciated. Would the packages be in the default...
It seems like what I've raised in regards to blendshapes has been brought up in the roadmap, but nothing is mentioned on improving the memory...
This is more or so general questions I want to ask in regards to the future of Unity in terms of improving optimization and uniformity beyond...
@tteneder so for a bit of context I'm someone that works on avatars and worlds for VRChat. I've been wanting to find methods of improving overall...
I think it's cool that this stuff exists, but I'm trying to figure out if there are any other major performance benefits for using .ktx2 and...
Which version should be used for targeting both PCVR (DX11) and Android (Quest)? The naming structure on the Github releases is a bit confusing
A bit too late to say this but if it previous versions worked with Built-In why the regression? I am glad that Shader Graph is in 2021 Built in...
Is it possible to make inert also ignore world transform rotation values and rely on local rotations for physics calculations instead? Apologies...
Would it be possible to have the physics be based on local transforms(custom parent) instead of using the world transforms/transforms of the main...