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I'd really like some comment from Unity on this. So far Unity has failed to provide a robust solution for resource management, addressables is so...
I'd also like to request this is added. Being unable to receive update events about the tilemap feels a little ridiculous. I'm not entirely sure...
Ah sorry, Unity's rendering has evolved quickly I'm still thinking in old terms. Yes the code is build as a ScriptableRenderFeature and only...
I've been trying to solve the same situation. The best case would be splitting the tilemap into chunks so that anytime something needs updated...
If I remember correctly injecting render passes through a MonoBehaviour used to exist but then was removed at some later time. I believe it was a...
Yes this method exists, but only helps in the specific situation of trying to render pre-culled objects which are standard unity renderables. In...
Looking into some of the rendering unity does, there doesn't appear to be a correct way to get this data. Here is a hack that appears to work for...
As the title suggests, inside of a ScriptableRenderPass:Execute() I'm trying to find the GameObjects in the scene which I'm currently rending....
I've noticed that with usually long shadow casters that the shadow ends abruptly opposed to going off until the end of the light. It's pretty...