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Looks like no one need AAA graphics on mobile platforms. Thank you for feedback.
I'd like to hear about your use cases, please contact me: https://twitter.com/OliverPDev
I can make them, but I doubt you would need them on mobile platforms: for example detail texture that would be barely visible,or ambient occlusion...
I can research it and implement this feature depend on how many people really need this.
I Have 7+ years in Rendering Programming on Unity, and want to share with you something. I'm making sort of pipeline, PostProcessing + PBR...
If the API is such a mess, at least give us code snippets explaining how to use it.
bugs i found in 2019.3.0b3: SetIndices(calculateBounds: true) - doesn't calculate bounds (doesn't really bother me) SetVertexBufferParams -...
This update is FIRE! My mesh setup time reduced almost 16 times! When i call SetBuffer<T> does it just pass buffer to graphics api and don't...
Have you guys ever look in profiler how much time it actually takes to allocate a native container? I' m making voxel chunk manager which...
> Yes. You can use .Run() on any job. There's no such thing as .Run() in any job not in 2019.2 not in 2019.3 documentation. do you mean...
We found that your scheduling system is not perfect enough on Android. in some cases, overall performance suffers from scheduling jobs worth 2-3...
It's not that simple. Even in Forward Pass shadows projected on a whole screen, and shadow texture destroys after that. So you have to copy and...
The same problem if you've written too much in the description. No errors. No notifications about character limit.