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Sorry for the delay. I was on extended parental leave for a few months. The Burst Occlusion Culling system is a hand crafted heavily optimized...
If you can submit a ticket that always really helps in the prioritization of the task!
Hey! I just wanted to say that we have been discussing this internally and looking into it. We will post again when this is adressed.
Hey @heu3becteh! We released the stress test before the PR that the stress test was created to profile. :oops: There is a significant performance...
@Jasper-Flick Thanks for the feedback, it is invaluable! So the reason why we define enclosing culling spheres is because we need to make the...
The diameter of the cascade sphere is not the distance from the centroid of the cascade to the far plane of the cascade. The sphere has to enclose...
Currently, in Entitites 1.0, VFX is not yet supported with the experimental occlusion culling. Particles are something that would definitely...
We consider this to be critical, but the CullingGroupAPI in it's current form, is not something that we want to support, as there are many issues...
Not at this time, though full customization leveraging components of the optimized rasterizer and intersection engine modularly is something we...
The GPU driven rendering initiative is seperate from Burst Occlusion Culling as Anne mentioned, but ideally, these will work in concert together...
Our in progress auto occluder generation does not support planar surfaces. However, there is no reason we can't just raster the original plane...
Game Object support is a very high priority for us, and it is being investigated. The only dependency for our new occlusion culling system is...
Currently, only PC and Console are supported, as it uses low level Burst intrinsics (SSE/AVX) for heavy deterministic optimizations. Neon support...
Hey Endlesser! Sorry that we have been so quiet in this thread as I was not actually aware of this old post. We updated about our roadmap in a...
Sorry about the long delay in responding to this! It is tied together with the Dots 1.0. Initially, it will be considered experimental for that...
I am not intentionally ignoring any issues mentoned in this thread. There are quite a few issues mentioned here in this single thread, and I am...
Thanks so much for testing this out! You need to re-author your cascades relative to your scene after enabling or disbaling...
The only dependency for the new occlusion culling system is Burst. Game Object support is planned, but that will require full platform...
Umbra is not officially supported with the DOTS ecosystem. We are working on a new fully dynamic occlusion culling system that is heavily...
@hippocoder did you mean the shadowNearPlaneOffset or static shadow caching? The shadowNearPlaneOffset scriptable culling parameter landed in...