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Also, as a side note: I'm still pissed, that i now need to pay 1,877 Euro just to get rid of the splash sceen. Unity as a brand became so toxic...
There are some problems here. 1. How would you even count the installs? Where will you get the data from? 2. How would you know, if an install is...
@DevDunk Small correction: the problem occurs after using more than seven arrays, not six. It only happens with OpenGLES, not with Vulkan. Im...
Hello, in my shader i use several float arrays. For some reason, on android (Quest 2), i get the following error, if i use more than 6 arrays:...
Well, after a further research, i think i found the answer in some tutorial online. I didn't understand the details, though, because im not good...
Small addition: After making some tests with the frame debugger, i realized the batches always have a maximum size of 454 objects on desktop and...
Im instancing a lot of meshes with Graphics.DrawMeshInstanced. Im not instancing more than 1023 Meshes. The Meshes and Materials are all the same....
I do have a question regarding unity's licensing plans. Unity says i need to buy the plus or pro license if i make more than 100000$ a year. My...
Im using the XR-Rig provided by Unity. (XR Origin(VR)). It comes with these nice Ray-Interactor and Line-Renderer-Visuals. But whenever the...
Am i really the only one, who encountered this? BTW, i checked with material.GetColor(), if both material-instances really have the correct...
I encountered a weird problem in a project. Basically, if you set a parameter in a custom shadergraph-function, it will affect all versions of...
While working with shader graph i got this error. As far as i understand, it means, i have too many texture samplers. I do need to sample more...
Thank you for your reply. I'm not exactly sure, how your method works, but mentioning the UV gave me the right idea. Ultimatly, i'm using the...
I wonder if theres a way to give all vertices different position information in shadergraph. What i want to do is, to save the blendshape...
I'm doing some testing right now, and getting conflicting Information between the Profiler and Frame Debugger. I have a scene with some cubes and...
I think i missed an import Information in my orginal post. I do have the Vertices, and i do know the order of the vertices, to create the outer...
I want to create a 2D procedural mesh during runtime, and i have given the vertices of the mesh, like shown in the picture on the left. How do i...
It want to use Debug.Drawline(), but it ist not visible in VR, only in scene view. Is there a way to make Debug.Drawline() visible in VR?
Okay, figured it out. I just set the wrap mode of the alpha-texture to repeat and set the tiling to the amount of rows and colums of the sliced...
I made a simple shader in shadergraph. I'm simply combining a main-Texture with a seperate alpha-texture. If i use that shader on a regular...