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Thanks for your answer. It was really helpful. I already implemented solution that you mentioned, but I found another problem. What if I need to...
Hi, Iam wondering how to achive nested materials - I mean how to create root material and its overrided form. Same like new nested prefabs works....
Recently I bought Samsung A41 for testing. Unfortunetly it looks that there is problem with this phone in Unity. In my game Iam using...
Is somehow possible to set specific material for lens flare? I did not see any material attached to lens flare component :( and this makes me...
And what about OnSerializeView - is somehow possible to avoid allocations?
Ok, can you tell me if you are thinking about adding support for this in future?
Is there any way how to use ByteArraySlice for RPCs? Documentation here https://doc.photonengine.com/en-us/pun/v2/gameplay/optimization sayes that...
Iam trying to optimize my tex2D calls by packing my single channel textures to packed textures. Lets say that I have shader code like this...
Ok, thanks. I tried to google solutions how to pack multiple textures to one channel but I did not found any :( Can you please give me link to...
Recently I found talk about destiny and how they are optimizing their game. Most interesting part is about packing multiple textures (AO and...
Hi, I have simple question. Is there any performance benefit by merging TEXCOORD# channels? I found that URP shaders does it. ForExample: struct...
Is there andy performance difference between using TEXCOORD0 or COLOR0 as input of fragment shader on mobile defices? I readed that COLOR is lower...
I am trying to apply baked light to my transparent objects in the scene. Problem is, that event if object is transparent, than is still affected...
Can anyone explain me what are noops in shader? I read about this term multiple times and I assume, that it is some kind of useless operations?...
I found that Unity have predefined some vertex input structs https://docs.unity3d.com/Manual/SL-VertexProgramInputs.html They are multiple...
Ohhh I see... Shader solution is great idea! Thanks... Lastly I want to hear your opinion about what I want to achive, because I am not sure if is...
I affraid that mip map bias is solution per texture - but Iam looking for per renderer or per material solution :(
Is somehow possible to tell specific material/renderer or whatever to do NOT use texture mip level 0 and force it to start from 1st mip?
After updating to newest LTS version and relasing the game we started getting a lot of (almost 10% of affected users) crashes in google play...
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