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I think the problem came from my used textures, though im not sure how that affects it in HDRP
Why doesnt the examples come with the non-PBR variants? Also they are using the new visual graph thing, so im guessing it should be relatively...
So basically use it for particle systems that just need a few particles active at one time and are far from the camera?
Why are lit versions of the shaders so extremely expensive? Especially when getting close to them they drop the framerate tenfold. And should the...
Well its mildly weird that the fan would turn on based on utilization and not total usage percentage. But I guess the app is running just fine? On...
Well I did a comparison between when its low and high GPU %, and the difference is interesting. It seems that the frequency does, indeed, go up at...
Alright so which programs would you say I would have to use to check out the actual gpu frequency?
Well im comparing it against when its blocked/paused due to a maximized application (this example chrome) and it seems like its not because of the...
The thing barely takes any more performance than moving around the cursor in the desktop. Theres no way it will be GPU overheating........ The...
Define throttling Also i dont see anything out of the ordinary other than this spike which i think is when I was switching to turn off the game [IMG]
I just did a deep profiling on a build and it seems to be consistently 7-8% with a maximized window. Could it be something to do with the...
Im using the task manager not the profiler. Plus it increases after a bit of time to 10% which would imply its something happening on the game,...
I have a simple, very stripped of packages and features, 2D project involving a small scene (covering just the camera view and a bit to the side),...
Ive decided to dwell into the new renderer and I found this weird bug(?), where the texture fades away at anything than a short-distance. Any way...
I would agree with a for instead foreach loop, also - The performance bonuses are big enough while the difference in the amount of code you need...
Well both choices you have given will have a considerable performance hit, not improvement. But anyhow - the reason I went this path is because I...
The first part about the null check is false: I ran into an error, thats why I had added it xD As for overall, this is the only way to do it? No...
i used fixed time because it is realtime-accurate. Upon having low framerate, I have noticed there is a slight slowdown in deltaTime code, but not...
Heres the current version, that seems to be working properly now - though i'd like more performant version, if possible... private Coroutine...
Whenever the player takes damage, if he doesnt take any more damage over X number of seconds, it will gradually start regenerating (3% per second...