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It would be really helpful to have some best practices documents regarding Texture Objects, Sampler States, Texture Samplers, and reference vs....
I have an old plugin that uses the standard pipeline, hooks into OnWillRenderObject() and executes a couple of blits / blurs / DrawMeshNow calls...
Is there a demo available for Hdg Remote Debug? Looks like it has been a while since the last update and I am reluctant to spend $100 on something...
Trying to get the demo Remote Scene to work on OSX with Unity 2019.1.1f1 but no luck. As soon as I click the "Connect" button this shows up:...
Using Visual Studio 2017 for Mac it doesn't freeze - instead it crashes the Unity process..
Thank you Andrew! I did go with the first approach, writing a shader that only writes to the (attached) depth buffer and then invoking it using...
The documentation states that Shader Replacement is being used to run the shadow / depth pre-pass on the scene. For some special effects work I...
Excellent questions! Just for the static batching case I am wondering if there is a benefit to combining static geometry in the modeling software...
I am trying to replace the standard GraphicRaycaster with something that's a bit more efficient. For that I am looking for some kind of callback...
Using 5.4.3 I see that GetDisplayDeviceAt is responsible for about 3% of my frame time when there are touch events being processed.
I have an environment with opaque geometry and a generous amount of particles. There is a script that toggles the particle systems on and off....
Still broken in 5.4.0f3
I actually worked on something like this combining LeapMotion tracking data with Vive tracking data. The general purpose solution is running an...
When I ran into this last week I tried restarting SteamVR and re-pairing the controllers, to no avail. Eventually I shut down Unity and restarted...
I have set up my animator controller with a 2D cartesian blendtree that takes X and Y values. These then map to forward/back/strafe left/strafe...
Using 5.4b21 I see weird shading issues on a terrain with grass details. The grass has billboarding disabled and works as expected in two pass...
Nice looking shader! Before purchasing it, can you confirm that it works with single-pass VR in 5.4? (My refraction shader needed some fixing for...
We were trying to profile render latency on an iPhone and see if there is any triple buffering taking place. The numbers in the Unity Profiler...
Pass the normal from vertex shader to the fragment shader. Then use ddx/ddy(i.normal) to check if the tangent vectors along x/y exceeds a given...
What about UnityEngine.VR.InputTracking.GetLocalPosition( VRNode.LeftEye ) ? Does that work for Vive?