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We are exploring different ways of making this easier for you. At the moment the easiest way of getting access to using the BRG is to use Entities...
Mip maps works. The GPU will select the correct mip when sampling the texture using derivatives. What does not work out of the box is automatic...
Yes, texture streaming needs to be manually handled as the backend of unity does not know anything about where instances are when you use the BRG.
Work has started on it again but I can't promise in what version it can land.
Sebastians tweet I think is regarding the test project he made during an internal hackweek. Is that correct? If so this is what became...
You can still potentially benefit from using the BRG in the unique mesh case, as you have the ability to keep some data completely on the GPU....
Instancing, scriptable culling and a way to keep the instance data persistent on the GPU yes.
The BRG is not a renderer in the sense that URP/HDRP is. It's just a way to pass additional data to render. You can see it as an equivalent to...
Objects in subscenes will use the Entities Graphics data path if that package is included in your package manifest. That package uses this API...
As far as I know there has been no progress on multi world rendering. @JussiKnuuttila might have more information
Hi, yes it is. It seems particle system related so probably nothing to do with Entities Graphics. Thanks for the report, we'll let incoming QA...
The fix has landed for 2023.1.0a17, we are still in the process of landing for 2022.2 and will get back to you when we have a known version for that.
Yeah it is a bad regression, and we are really sorry about letting that slip through. The fix is entering testing now and we hope to be able to...
No, not that I am aware of. We'll make sure to post here in this thread and say what unity version the fix lands for (we can see this as soon as...
The log is also disabled as of 0.50 No need to spam a log for something that is always enabled.
I think this bug hits transparent entities harder than opaque. Transparent entities needs to get sorted so they will be separate draw commands as...
Yes. This is in the BatchRendererGroup draw command injection code, which allows commands to be injected between game objects and sorted correctly.
No this is not the CPU waiting for the GPU. It's an performance regression in the C++ parts of Entities Graphics that we ourselves just found out...
Not exactly what you are looking for, but... In Unity 2022.1 we introduced some new API that allows you to submit draws a bit more efficiently. I...
We currently do not support WebGL, but are looking into potentially supporting it in the future. The default URP shaders do not work as they are...