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So we're doing forks for the engine split by regions now? Why? Why isn't this communicated anywhere? Will there be communication and...
Bump? And yeah, I'll make a bugreport just in case, though I doubt it would be of any help. You still go and have happy holidays, alright?
Bump? Because I know that making a bugreport will yield the same amount of silence. All these layoffs of massive talents really paid you out,...
Then why would there be an API for those? It must mean that it should be supported, streaming API is not implemented in a Texture object, but...
Bump?
Hello. Cubemaps are supposedly supported by the mip texture streaming and have the same API controls as for the regular Texture2D objects....
If you're using SRP, method3 disables SRP Batcher, which reduces the performance of drawcalls for these renderers. By setting properties to the...
A substantial improvement over the initial convoluted mess and the removal of a mandatory splash screen in personal is welcome. Still a bummer...
Facing the same issue specifically in big.Mid.LITTLE configurations, for example with 1 big, 3 mid and 4 little cores. 4+4 big.LITTLE work as...
A little bit offtopic, but oh gosh, 42 pages already? I think this is already a much faster pace than the time when Unity was introducing the...
And yet you don't offset the costs or make it any appealing by not reducing the Unity Pro pricing. I don't want Sentis or other stuff included...
Never did, unfortunately. But maybe the issue is due to profiling SRP batcher drawcalls originating from different threads? I'm in the dark on...
I wanted to ask: why is the source code not available and all the C# code is precompiled into a .net DLL? On that note, why is it the case with...
Reporting back in. Using IsHelerpLane() instead completely fixes the issue on the NVidia hardware. It works even when the shader is compiled with...
Right, and completely forgot to check Editor.log for additional information. Saw these lines when the shader is being compiled with the request of...
Requesting an SM6.6 feature simply fails to compile the shader. The FallbackError shader is used instead. There are no compilation errors logged...
Thank you very much for looking into it. I was triggering the DXC compilation simply by using #pragma require with a commented out pragma target....
HDRP has a Forward+ rendering path as well, in addition to tiled deferred.