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https://gpuopen.com/learn/gdc-2024-workgraphs-drawcalls/ Cant be a coincidence this new workgraphs example uses the same Synty assets right!
But often we need to know this at compile time, hence the defines. Will there really be no define to differentiate between the different streams?
No problem, thanks for the correction!
What does this look like, is this something you'll use internally, or will there be an addition in the Graphics API for an...
https://issuetracker.unity3d.com/issues/harsh-edges-appear-when-raising-the-terrain-with-a-low-opacity-value-brush Why is this not getting fixed?...
I have just created bugreport IN-67403, it appears to me the bindings API broke the ability to define a custom editor for serializable types with...
Thanks for the quick response! From the decompiled POV we can just see a pointer being passed, but this makes sense. Hence my question, Unity...
I have a question about the Span based API's which i'm hoping is related to this thread. Lets take the new InstantiateAsync for example. This...
While we're on the subject, lets go with the 4th! Modern .NET has implementations of what we need in System.Numerics, which also generates better...
Yes, all the above. And please add float3.forward etc.
What a horrendous user experience, i upgraded our project and simply have compiler errors. The package documentation has nothing about this...
They already can and do this, see Jbooths own store or the Synty store. Its completely allowed, and Unity doesnt appear to see this as a threat.
[ATTACH] As i'm battling performance issues with runtime splines i cant help but hear Mike Acton say; where there is one, there are many. Please...
Wait i think this is a feature since the address must be a multiple of 4 too?...
Hi! I'm trying to a GraphicsBuffer to bind to a shader that uses it as a ByteAddressBuffer. Its obvious i should initialize it with...
We managed to build, just didnt use the entire scene but a (useable) subportion of it. And disabled virtual offsets because that broke. And made a...
Hey in our large scenes we are seemingly always getting these errors: [ATTACH] This is when using Unity 2023.2. The project is rather difficult...
Thanks for your prompt reply!
@JoshPeterson hope you dont mind me asking in this thread; Are there plans to support the UnsafeAccessor attribute thats part of .net 8? I just...
No, sadly. DirectX11 has DrawIndexedInstancedIndirect, as you can see this is only for a single draw command. When you call RenderMeshIndirect...