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Hey, thank you for your answer. But may I ask, which API call would execute that unload? Unfortunately, I could not find an "unloading" equivalent...
Experiencing this issue on 2020.3.21f1 with Multiview. Though I have to mention that I am calling the shadervariant collection WarmUp method to...
Have the same issue on 2020.3.21f1 with Universal RP 10.6.0 (last verified version)
Hey everyone, I am currently looking into the world of ShaderVariantCollections, Shader stripping and prewarming shaders upfront. But there is...
This is still not a thing right (over 1 year later)..? Have the exact same issue at the moment and turning a massive NativeArray<float4x4> into a...
Did you find a fix for it? We are experiencing the same issue at the moment
Hey, I am currently extending the default Lit and Simple Lit shaders to have stencil operations built in. And while you can create a custom...
I have the same issue, and I know from my colleagues that they are experiencing very long "import" times when opening a unity project. Sometimes,...
Yup, I definitely have to look into the correct usage of commandbuffers again!
This probably happens because you are not using a shader that can use the information you send to it through your property blocks. Which shader...
So after testing around a bit, I was now able to render over 2000 objects with DrawMeshInstancedIndirect at CPU/GPU levels 2/2 at steady 72 fps....
To keep you up to date: I tried lowering the needed bandwidth a bit by using a StructuredBuffer<float3> instead of the...
Hey everyone, I am currently trying to make things work with DrawMeshInstancedIndirect instead of DrawMeshInstanced and it kinda works (on the...
Thank you @bgolus , I will definitely try this and write back
Hey, yea for some reason the StaginArea folder didn't have a tempburstlibs file for a long time. But then it suddenly started working again...
Hey everyone, so I came across this weird thing, that my calculated world space view direction can actually be of zero-length when doing either...
I think OnRender won't work in URP as far as I know. What I tried in the past is to set the events "beginCameraRendering" and "endCameraRendering"...
If you are creating the shader in shader graph, it will have these pragma statements added automatically to the generated shader. In my tests I...
Hey @russnash37, over here I explained why you currently can not draw objects with the simple lit shader (v2020.3.14f1)
Hey, I was experiencing a few issue with DrawMeshInstanced() for a few days now and was wondering why it is not drawing when built to the Oculus...