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This should really just be fixed and added to the next Unity release as it's just a unneccessary compiler restriction. It makes using cbuffers...
Ran into this today after getting some new HDR monitors.. very annoying. I have a custom render pipeline and just added HDR support to it, but it...
Have been running into this issue a lot. I've been using BuiltinRenderTextureType.None for ages, but would always have issues in random edge...
Nope, sorry.
Looks good, but why do the changes have to be enabled by some strange string-based feature flags system which literally nothing else in Unity...
Not having this kind of functionality makes the Asset Store extremely unscalable, and also pretty useless for prototyping... Simple example, I'm...
I've run into this issue too, for now I'm just living with the bad built-in functionality, however would it be possible to use a custom camera...
Yeah it's quite a strange API. I just added custom reflection probes (Because the builtin reflection probes have hardcoded behaviour you can't...
I'd also like to see this kind of functionality implemented. You should just be able to create a ScriptableCullingParameters struct with matrices,...
Tried this out recently and it reduced our build sizes quite a lot which is nice. However the build process still compiles shader variants and...
That looks like light leaking due to poor shadowmap utilisation. You can try using a closed-mesh, where the edges are welded together, instead of...
After some more research, and implementing my own WM_MOUSE callback into Unity, it seems the values are correct after all. I was a bit confused...
I slightly misinterpreted your previous messages, I got RAWINPUT confused with WM_MOUSEMOVE, so thought you were using WM_MOUSEMOVE instead of...
Just incase this thread gets looked at for feedback, please also add high definition mouse input, this is important for any modern first or third...
After looking into RAWMOUSE documentation, it seems to match the results I'm getting from Unity. It's description matches the issue/limitation I...
The values from the input debugger are showing DeltaX/Y as float values, normalized to the screen resolution, and rounded to the nearest integer....
The existing mouse delta only returns pixel coordinates, so you have to move your mouse at least 1 pixel to get any delta. This is problematic...
Looks impressive. Does the scene-SDF have to be baked in editor, or can it be generated/updated at runtime? (Eg to support dynamic scene changes...
Yep, I set SupportedRenderingFeatures.enlighten to false, as well as any other builtin environment lighting to false in the constructor of my...
Seeing as you're rendering a box, you can do a ray-box intersection to find the endpoint of the ray, and use that as your water distance, if it is...