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i found out the problem(monobehaiour missing),when LoadSceneAsync finish(or even LoadScene), scene.isLoaded is still false。 I use while...
When I use while (assetBundleRequest.isDone) {yield return null;} I also get the "AssetBundle.asset/allAssets [Forced assets loading]" spike just...
@BHS I'm using UniStorm 3.0. The test device has a Mali-T860 GPU.I use 2.4 cloud shader for low end device as a temporary solution. Disable...
i copied shaders and texurure from 2.4 mobile,for now:oops:
@BHS On low end android device,in my project,disable the cloud can increase FPS from 13 to 19.I tried to edit the shader,disabled some advance...
11:( like someone else said in this thread before,other asset is even worse. on pc,every asset goes well,twice fps at least,but on lower end...
It's worked on android.But Quickstart Demo has only 10FPS on Qualcomm Snapdragon 660.No matter what Compute,Translucency Strength,cell batch was...
ES 3.1 minimum.Acceptable.I'll test it. Maybe add some switch so we can disable compute buffers,if it's not used in core feature?
@larsbertram1 "ATG needs DX11, Metal (tested on OS X – not iOS) or OpenGLCore (Linux or Windows, Mac is not supported). Xbox One and PS4 should...
@BHS SRP means Scriptable Render Pipeline。I want to use the default Lightweight render pipeline in my project,almost there,except a litte few...
@BHS Any SRP plan?
ok,i found the reason myself.I use Linear color space before,when i turn back to default gamma color space,everything is ok.From my test,it's not...
the right surface is ok.BTW,CTS treat this case right.
Hi Jason,when i use triplar with normalmap,shadow of some vertical surfaces are very strange, directional light is on top,45 degrees,the top side...
i make a very simple scene and test it on several android devices,terrain with 2 texture,128 size,no detail,CTS basic shader,all default setting....
Hi,Adam.Unity2018 removes buildin substance support,CTS seem likely base on it.Allegorithmic said the new pugin will avialable when the official...