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I have a scenario where I am writing something into the highest level (smallest) mip in a computer shader. Then in a subsequent run of the compute...
Hey so it was the case, but found setting it as a GraphicsBuffer instead of a ComputeBuffer solved it. Some bug in ComputerBuffer.
I have a compute shader that works fine on Nvidia, but on AMD 6950xt the math is all whack. Not just a lower precision, but completely wrong....
Is there a way to read the ms on the Render.Mesh call in the profiler programmatically from C#?
I tried nsight before, I don't know if there was something wrong with my setup, but it took like 2 minutes to capture a frame....
I am looking for the best method to measure the performance of a shader. I've been using RenderDoc and clicking the "Time Durations for the...
Ok forget prior two posts above, serious issues. You do need to keep calling CommandBuffer.Clear before every submission otherwise it just keeps...
Ok forget above post. It was all whack. If your rendering straight to rendertexture you can do it all in Update and then when you take it out of...
Actually, got it working. Have to make sure you clear the command buffer after executing, otherwise I guess it somehow stays in some command queue...
It is also rendering into the rendertexture as expected, so I believe that is set properly? But it still renders to the main camera.
I am trying to get this to work but have the issue that my object is still rendering to my main framebuffer through my main camera when I call...
I don't know. The OpenXR spec has Held In Hand in it, but SteamVR seems to not return any data for it. Its probably something Valve would need to...
Well the problem is currently unity openxr just doesn't even detect trackers set to 'Held in Hand - Any Hand' so I couldn't do it entirely from...
So as per the OpenXR spec here: The OpenXR Specification (khronos.org) I found I could add the user path...
Finally got some time to come back to this. Can confirm I have my index and both index controllers working with a vive tracker via Maciejs...
I am having an issue where the GrabPass command is producing a texture with different precision based on different scenarios. I noticed in some...
I was just trying to get this to work with my ViveTracker on the latest SteamVR beta 1.21.6 but could not get it to work. I see all of the...
I am trying to write a shader where I could override the depth sorting in the fragment shader. So, if a piece of geometry is behind another piece...
I am somewhat familiar with the native rendering plugin and using it in runtime builds. But I have a scenario where I need to render something...