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The Khronos Simple Controller doesn't support basic functionality required for most VR games (like a trigger or Vector2 input from a touchpad or...
Thanks - I guess part of our confusion here comes back to the recommendation to "only enable profiles you actually test" that appears in the...
Sure! We are using Quest Link, yes. We've also tried using the new Steam VR app on Quest to run it through Steam VR, and tried changing the...
(also working on this issue) Was advised to try this with the Meta Quest Touch Pro profile disabled in case there was a problem with that...
We've already given statements to the press about this, but I'm feeling like we're done. After 10 years of using Unity, building open source...
This assumes we regularly check-in to the "main" branch. We do not, and reserve "main" for major releases. All of our work happens on child...
We're also running into this now, and think we found a bug with it. If you check in partial changes to a different branch, the locks get stuck in...
We're Plastic Cloud users deep in production and don't want to update Plastic SCM versions, and nobody on our team is able to check-in prefabs...
@aleksandrk any update on this? We're having this same issue using the Universal Render Pipeline on Oculus Quest. Shader variant files aren't...
Thank you! It certainly sounds related, but to make sure this is actually the same issue - I can reproduce this without URP, and the spikes from...
I uploaded a new repro project to the same case number that exhibits the problem using nothing but a bunch of copies of a character model in a...
This is still happening in 2019.3.3, and killing our performance on Quest. MeshSkinning sometimes takes upwards of 20ms on the render thread one...
While trying to figure out workarounds for bug 1211503 (mesh skinning spikes), I discovered that MeshSkinning.Render is taking up a ton of time in...
I've continued looking into this, and I've got a few more data points to add. The spikes still happen when: reducing the number of skinned mesh...
Force m_ActiveCameraColorAttachment and m_ActiveCameraDepthAttachment to both be the default of RenderTargetHandle.CameraTarget. Then force...
You can manually change ForwardRenderer.cs in the URP so that it never allows an intermediate render texture, and that should allow FFR and MSAA...
On the timeline, it's coinciding with MeshSkinning.Skin. The spikes do appear to scale with the number of animated SkinnedMeshRenderers in the...
Yep, just verified that it is still happening in 2019.3.0f5.
I'm seeing CPU spikes throughout my game in 2019.3.0f1 and 2019.3.0f3 that I was not seeing in 2018.3.x, and was curious to see if it's a known...
@isidro02139 did you ever find a resolution to this? I see the Fogbugz ticket is still open. I'm running into an issue with spikes on waiting for...