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Hello, as you might know, Burst Occlusion Culling will be removed so we won't be able to provide support for it in the future. However, you should...
Hi ! Definitely looks like an Occlusion Culling precision problem, If you would like to use it, I would suggest you to setup Occlusion Areas...
My bad, I didn't see it was already a case. Then it's being processed already, thanks for reporting it !
Hi, could you report the issue by going to Help->Report a Bug inside the Editor ? Here are the best practices for reporting a bug...
Hey everyone, we currently have someone investigating this issue. I understand the frustration but we'll let you know as soon as there is an...
Hello ! We recently worked on some bugs were external textures were being set up with the wrong color space but there might be more going on here....
Hi, the source material does not directly affect performances. In that sense, it does not matter if you use PNG or PSD. What matters is the format...
Hi ! Thanks for all the details :) Definitely looks like a bug, would you mind reporting it and attaching a repro project if possible ? That would...
It seems the wrapping mode forced to clamp issue when a RT has depth has been fixed both in 2020.3 LTS and in 2021.2 and beyond. At least I...
Hey ! You might want to create your RenderTexture using a GraphicsFormat instead...
This is bit confusing so I will try to be more precise. The LitTesselation is not a node in Shadergraph but an already made shader that you can...
Hello ArthyShow, about your questions : The image on the left looks like it is using a shader combining Tessellation (or simply using a high...
Hi, you might want to enable Soft Particles (example and description here). It basically fades out the particles when they get close to a surface...
Hi, could you please file a bug report for this and attach a small repro project to it ? So we can try to reproduce it with the exact same...