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I'm wondering if it's currently possible to support the Single Pass Instanced rendering path for XR when using the new Mesh API (eg:...
System.Threading never worked in Unity WebGL, Unity are not talking about *restoring* that behaviour, hopefully one day that feature is added....
Great find! We have exactly the same issue and are stranded on 1.18.9 for the same reason. Even worse is that in the latest 2020 LTS...
Awesome! "Ability to create a Mesh with your own GraphicsBuffers -- i.e. you create vertex/index buffers, and then create a Mesh that does not...
Is it possible to have calls to Graphics.DrawMesh culled by the scene's baked occlusion data? I have baked occlusion data in the scene with...
I understand that C# (System.Threading.*) threads are a can of worms but just to get some clarification, when you say C/C++ engine threading, I...
Gosh darnit, I didn't "Save Project" before I uploaded the bug, attached repro project has a null-reference. Couldn't find anywhere to fix the...
I have a custom URP shader that is rendering "data" into a high precision R32G32B32A32_SFloat RenderTexture and I'm reading the contents back in...
I did put together a simple repro project with nothing but Addressables and a (big) bunch of FBX files, but I tried to submit the bug-report 4...
Every time I try to build content for my project I get out-of-memory and crash, Unity 2019.2.0f1 & Addressables@1.1.7. I have approximately 5GB...
Yeah I'm seeing the same behaviour in 2019.2.0f1 & Addressables 1.1.7. If I change the Addressables group settings to disable "Use Asset Bundle...
I have been experiencing something similar all week. I couldn't get any materials to work with any models that I instantiate through the...