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I understand that it will get duplicated. So that's why I warmup both in the GraphicsSettings, and by addressable loading all my shaders and then...
I do have logging enabled and it looks like the same variants of shaders are being compiled over and over again. I have the...
We're seeing some big spikes on the rendering thread only on the first launch of our game. We're pre-warming our shaders in 2 ways: 1) Adding a...
How did you get access to TextureUtil.GetStorageMemorySizeLong? I get a compile error that says it's inaccessible due to its protection level.
In the standard shader, there are these 2 options to check "Specular Highlights" and "Reflections". I am writing my own surface shader with...
We will choose option 1. Thank you again for being a tremendous help!
Here you go. Put this in an empty scene and run it, and you should see the behaviour. If you set ScreenY to 0.5 or increase the soft zone height,...
I will try to get this to you today, but if I don't to it, then Monday.
Works the same as in it works properly without brain on/off hack. With the framing transposer, it works fine if the Screen Y is near the center of...
I tried upgrading to 2.2.9 and removing the hack of switching off the brain. It works the same! BUT, I've noticed the behaviour of the Framing...
We are on 2.2.8. However since writing that post, I've got it to work 100% flawlessly now!! The trick was to turn off+disable the brain and then...
Thank you. I tried this and it works most of the time. I have a custom blend setting of **ANY CAMERA** to this camera with a Transposer and...
When I start my game scene and activate a virtual camera, I want it to snap into its final position right way. I tried calling UpdateCameraState...
Has this issue been submitted? It's super easy to reproduce.
If you're running this in the new prefab mode (scene), you'll need this to get asset paths:...
I am on 5.6.0f3 and I'm still seeing this issue. So it does exist in 5.6