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Maybe I can send you an example then as the CPU really isn't being used. It's all on the GPU side.
Nothing significantly slower just a few frames or the same, I was really hoping it would be closer in speed to the editor, but maybe I was...
Is it expected that WebGPU runs slower than WebGL in Chrome at this time? Chrome Version 120.0.6099.71 (Official Build) (64-bit) Unity 2023.3.0a14
This is still an issue in 2021.2.12f1 did it revert?
s_context is undefined when first used.
I was missing a PhysicsRaycaster on my camera...
The linked package seems to be missing the cursor asset... no big deal but just thought I'd point that out
So UI toolkit supports Rich text now and you can format text using tags. But how would you implement something like this which works for a...
It seems with the new treeview control you can only tab to the top layer, if you hit enter and open a folder you can't then tab inside to any of...
How do you get tabbing to move the focus into an open treeview folder?
It would be good if the code example provided by Unity worked, but it doesn't and they don't provide a working project file...
Arrrrggghhhhh Addressables!!! So even the shader code is stored an addressable and no amount of updating works without rebuilding all the...
What's the trick to getting Unity to recognise your shader code has changed and a new compile needs to be included in the build? I've been trying...
I have a new mac and the upload process now fails with the error that the upload key doesn't match. I'm using the same keystore and alias, I've...
I've found some much cleaner code that seems to work in Safari https://www.javascripture.com/ClipboardItem Trying something based on that,...
Sadly that still fails
Does anyone know why this code fails to build. No doubt doing something dumb but I can't see it CopyToClipboard : function(strPtr,...
Going from Houdini into Unity this works for me: var quatx = Quaternion.Euler(ang.x, 0, 0); var quaty =...
half ShadowAtten(float3 worldPosition) { return MainLightRealtimeShadow(TransformWorldToShadowCoord(worldPosition)); } This works great...
Arrgh, so it wasn't either of those things, it was down to doing the changes in a coroutine and only doing the SetPropertyBlock at the end by...