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If the limit is not a internal constant but a ProjectSettings variable, we can easily avoid the extra memory cost. There already seems to be some...
Is there any trick to SetStackTraceLogType from non-main thread? I am trying to write a parallel process. The main thread is to print only...
I recorded screen with two same Unity processes which receive key input while unfocused, and made sure that "-force-gfx-direct" saves just one...
Thanks for helpful information!
At the Windows player settings, it seems that we have no option for multithreaded rendering. Which is this feature always enabled or disabled? If...
I think one of the merits of IL2CPP is that it is non-.NET. Remember that most platforms do not adopt .NET. They give developers only C++...
Many platforms do not allow JIT. Thus it is difficult for scripts to be with both high-performance and downloadability (ex. DLC character or...
Are you considering to make this script ready for Burst compiler? Burst is a great way for high performance processing (particularly movement of...
Now is the time that this feature is required. Common projects easily can let Assets/Create taller than the height of common displays (of course...
This is a 100% reproducible procedure. 1. Open Editor in the light skin. 2. Open Unity Hub and select its License menu. Confirm there is a "Pro"...
It seems to be reproducible with neither plugins nor packages that access to web.
Profiler says that SpriteSkin animation causes GC allocation on LateUpdate and on rendering. Is it a beta issue of 2D Animation package and...
Hello. I want to produce FilterResults (visibleRenderers) manually in SRP. (https://forum.unity.com/threads/scriptable-culling.541398/) Is there...
What is the way to produce FilterResults (visibleRenderers) manually in SRP? I wrote a SRP optimized for my game, and found that culling seems to...
Is there no way to call events in HD/LW pipeline not at the beginning but at the end of rendering? And does the fact the pipes are designed not to...
Thanks. I'll learn more about deferred lighting.
I want to create the realtime point light, which is spheroid-shaped. In other words, scaling an axis of its lighting range. It cannot be the baked...
Using SRP, the messages OnPreRender/OnPostRender are not called. Is this a temporary issue or a designed feature? If the latter, what is the...
Thanks for the information!
When I use StructuredBuffer in shaders for Android, they always draw objects purple, and their Shader.isSupported return false. My Android device...