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I did the following steps - Made a new 2022.3.16f1 project, Windows platform, 3D URP template - Imported Paint in 3D newest version - opened scene...
FYI, the metrics changed and ASW FPS only shows frames generated from AppSW, not the total frames. So 45 FPS + 45 ASW FPS = 90 total FPS displayed...
Yes, this occurs also in the 54 Color Counter demo scene. When debugging the color values of pixels read from the texture are slightly diffrent...
I have a problem with using the P3DColorCounter. I'm using a simple reddish color on my painting tool (Replace Mode, decal with white quad, all...
This isn't something you can change. Unity is including 32-bit libraries in every build at the moment, regardless if you target only ARM64.
This article might help you: https://www.febucci.com/2022/05/custom-post-processing-in-urp/
1. If possible, do scene loading on a faded screen, so any stutter is not visible to the user. 2. If you have to load parts of an open world, use...
The update is based on the master branch of the original repo. The updated packages are embedded in the project instead of being hosted and...
If anyone is interested, I updated the sample to Unity 2021.3.21f1 and newest URP 12.1.10. Available here:...
Still happening in 2021.3.15f1 with a fresh project from 3D URP template.
It's marked in the 2023.1 alpha patch notes, where they probably plan to fix it first and then back-port it to earlier versions.
Well good, at least it's finally acknowledged. Would probably be acknowledged earlier, if Unity had a sample project on Quest 2.
Unity 2020 LTS. Earlier don't support AppSW and later have performance issues with URP.
I assume you mean Application SpaceWarp. Please use the AppSW shortcut instead of ASW. According to Oculus documentation: If you want to use...
Bump. There is a noticeable performance loss on the GPU between URP 10 and 12 even on simple scenes. Can anyone from Unity check why?
Bumping, since still no answer from Unity why newer URP versions cause performance degradation.
Have you tried attaching the Frame Debugger or RenderDoc to see if there are additional draw calls in URP 12?
Bump. Can we get someone from Unity to respond?
Based on what people wrote in the other threads, this seems directly related to newer versions of URP, so would be good to have someone from Unity...
Get used to it, the Quest 2 display is pretty bad. The flickering is especially visible on tree leaves.