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I'm creating a post process effect that uses ScriptableRendererFeatures and ScriptableRenderPasses. I'd like to create a material using...
Looks like the hitch was the GPU. I optimized the algorithm a bit and was able to reduce the hitch from ~200ms to ~20ms. Though unfortunately it...
I'm using the Tilemap.SetTiles(Vector3Int[], TileBase[]), but actually with more testing, what I noticed is that it might not be the SetTiles call...
So, I reduced the number of calls down to just 1 per chunk (And excluded the null tiles). Unfortunately I'm still seeing the same spike in the...
Nevermind, I was reading the profiler incorrectly. What I was doing was calling SetTiles for each different tile asset, which is a large amount of...
Hey all, I've got an infinitely procedurally generated world, and I'm using a tilemap for organizing the 2d tile / voxels of the world. I've also...
Basically the same issue with Entities 1.0.0-pre.15 and 2D animations. With the updated collections package that "Count()" property has now turned...
Looks like the SetTilesBlock indeed works for filling the area with a depth of 1. Though its a bit unfortunate that the floodfill and boxfill...
Sorry for the late reply. This doesn't seem to work either, still getting the same thing: [ATTACH]
My bad yea, it should be Vector3Int(1, 1, 0). I included the Debug to only show that none of the Fill methods are doing anything in Editor. The...
Hey all, experiencing this issue on the very latest version of unity (2022.2.1f1), but it was also occurring on the latest version of 2021 unity...
This issue is still happening on 2022.2.1f1. NativeArray<float> floatArray = new NativeArray<float>(floatBuffer.count, Allocator.Persistent);...
Well a good night's sleep seem to resolve everything, turns out for my second fix with moving over the stuff to one file and reordering the...
I did, and I managed to get the data of the first shader in c#, but not in my other shader. I've tried moving the other shader into a kernel on...
What was the bug you had when assigning the buffer to another shader? I'm experiencing the same issue where the second dispatched shader does not...
Lets say I have "character.prefab" in folder A, and "weapon.prefab" in folder B. Different scripts handle the spawning of each, and when...
Alright I managed to figure it out with this tutorial: https://catlikecoding.com/unity/tutorials/custom-srp/draw-calls/ For any newbies like me...
This bug (Or at least something similar) is still happening as of 2022 on Editor version 2022.1.20f1. I'm removing some objects from a content...
I'm trying to allow the "_BaseColor" property of the standard URP Lit shader to accept an array of colors in a MaterialPropertyBlock. I've made...
Not exactly familiar with how to report bugs here, but the Lit/Unlit Shaders for URP/HDRP found in TMP 3.2.0 Pre-3.2 does not handle masking...