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It would be great if in addition to fixing this bug, there would also be a way to list and select active audio output device.
The ticket was closed as "wontfix"...
To the Unity dev team: Would it be difficult to include the actual root cause into the error message? The prefab name, scene game object name?...
This error is still not fixed. One thing that could be helpful for everyone is to include more information into the error message itself, for...
I've noticed that recently whenever a new Unity version becomes available, there is a significant delay (up to a day?) for the download archive...
After upgrading to 2022.3 LTS players started reporting a crash on Mac OS X devices. After some digging I found that it is originating from VFX...
I'm using multiple cameras and have post processing disabled / set to "update via scripting". I don't have any volumes either. Now when I load the...
Is it possible to load an image from an arbitrary location on the player's computer without using the web request? That would be great. Oh wait,...
I can confirm it started crashing on gifs since this version. Bug report submitted: IN-34327
If you mean 2021.3 LTS, definitely no. I have a VFX-heavy project with 7 cameras, and VFX seems to be taking up insane amounts of time.
@JulienF_Unity Is there any chance to get a backport for this fix on 2021.3 LTS? Also, any possible workarounds, or a link to GitHub to see how...
Sure, created a ticket: IN-15274
using Unity.Mathematics; using UnityEngine; using UnityEngine.VFX; namespace Game.VFXR { [VFXType(VFXTypeAttribute.Usage.GraphicsBuffer),...
To fully illustrate the negative impact of this, imagine the situation: 1. You create a custom struct, like ParticleData, which contains particle...
The only way to apply the modifications that I have found is to rename the struct. Even then the VFX graph shows the old struct and the new one....
Did anyone get new input system haptics working properly on Steam Deck? For me it rumbles once and then stops working. For reference, Xbox One...
Solution for this is in the incorrect LightMode tag. URP has different light mode tags, find out which one works and the rest of the example is fine.
Hey. I've tried the code example from docs - the example seems unchanged from Unity 5.x days, and it does work perfectly with built-in legacy...
Advanced use cases of Graphics.DrawMeshInstancedIndirect / Procedural / Now would be great
If you're having this, make sure you have added Unity.RenderPipelines.Core.Runtime assembly definition