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If anyone is looking for an answer, I found it here:...
Mirror for: https://gamedev.stackexchange.com/questions/207591/blitting-gstreamers-decoded-buffer-into-a-unity-render-texture I'm working on a...
Bump 8 years later. Is this a bug? Should I report it? Or am I missing something?
[IMG] For some reason the projectHash is different on every single instance of the project. Is there any reason the project hash is even stored at...
The Unity cycle of acquiring an asset and letting it die there. Looking at you too TMP with the old SDF technique that leaves much to be desired...
Getting also random messages for RTHandles that are clearly taken care of.
I need to "predict" the current frame depth buffer before the GBuffer/MainLightShadow is rendered to generate what I need for the occlusion. But...
I wasn't satisfied with CaptainJP's solution. It's weird to have to manage an empty UAV for no reason. I wish we had CoreUtils.emptyUAV but as a...
How is this still an issue.
I want to try and implement realtime occlusion culling using the hierarchical z-buffer technique since it seems like the best fit for my game....
Either way I was told a fix was in review for 0a19. I hope all these UI issues are getting fixed for good! I also discovered adding terrain layers...
Necro because I stumbled upon this and no one had answered: void MainLight_float(float3 WorldPos, out float3 Direction, out float3 Color, out...
https://issuetracker.unity3d.com/issues/node-search-cannot-be-opened-via-context-menu-in-vfx-graph
Bumping time! While I'm at it might as well throw the suggestion of adding the shortcut on the buttons too. Man unity feels like a "do it...
The title is pretty self explanatory. I submitted a bug report, but I would like to know; - Is this specific to this unity version? Or is my...
Alright, I'll be reporting this as a bug, eventually. Forward is not really an option, deferred is improving my performance by a lot on PC.
Looks like I accidentally cropped the shader parameters at the bottom but right one has specular off, left has them on.
I'm not sure what you're suggesting here. The specular option should turn off the specular highlight. Why is it just smearing white all over a...
In URP, for a pure-mirror metal (metallic=1, smoothness=1), clicking the "turn off specular highlight option" looks like an absolute mess. How has...
I'm using Graphics.DrawProceduralIndirect, I have this "IndexBuffer" and "VertBuffer". I need to take in vertex id, an integer, and use it to find...