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So, to clarify: turning on 'Auto Graphics API' will never use Vulkan? Is that correct?
I'd also like to be able to use presets for setting default texture compression in our current project. This bug is preventing us from doing that....
I had a similar issue to this in 2018.2.20 (on high end devices only, like the iPhoneX), so for anyone experiencing this still, the solution I...
Thanks thefranke. However I'm already aware of the functionality, I just think that the way an object set to Lightmap Scale 0 casts both baked and...
Why is this the case? I would like my shadows to either be baked or realtime, not both.
We're on 2018.2.4. I'll keep an eye on the bug for the release version, but let me know if you discover a workaround for 2018.2.4 (in case we...
Great! Which version would the fix go into? And is there a workaround in the meantime?
I'm not using that, no. I just tried setting the buffers but no change. It does sound similar to that bug though. Something else which may be...
Some more info on this... The built in _CameraDepthTexture render (created when a camera's depthTextureMode is set to DepthTextureMode.Depth)...
I'm getting a similar issue. Since updating to Unity 2018.2.4 my bespoke depth render is black when running on Android, but looks fine in editor...
I am suggesting that :) If the damping happens on a fixed framestep (which it has to), but the rendered frame lands between those steps, then it...
Fair enough. The spring calculation we used was non-linear too, so technically it still allows for some error, but the error range was reduced to...
If I understand correctly, it's not currently possible to get smooth damped motion when tracking an interpolated rigidbody with a varying...
I've heard nothing from anyone at Unity about this. If you bake new lightmaps it seems fine (with Progressive Lightmapper for example). It's only...
I recently tried 2017.2 and it seems to have broken push/pull dilation on existing lightmaps. In 5.6.1 my lightmap looks correct (push/pull...
I've just tried 2017.2 and lightmap push/pull dilation seems to have broken for me. In 5.6.1 my lightmaps look correct (push/pull dilation...
You might be right, I haven't checked recently. When I tried that a while ago it would always add a tiny bit of padding (or maybe it was just...
I've tried combining into one mesh in the past, but because it still went through the atlasing process, the UVs were scaled just very slightly,...
@kemalakay Is this possible with the Progressive Lightmapper?
From what I can tell, the Baked Tag option will still try to atlas UV pages from meshes with the same tag, is that correct? I want no atlasing...