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I have it too on some ogl devices with 2022.3.x
I have all my asset packed in remote addressables that are downloaded at run time. I have set the mip map streaming on all the textures and...
The author stated that the cached system is meant to be used for games where the dynamic objects use fake shadows. I still think it would be great...
This worked until few days ago and all of the sudden I am experiencing this problem, I cannot figure out why. In my project I have some local...
I happened to have a project with multiple (2) AddressableAssetsData and at first it seemed to work! However it appears that it worked...
Being frank about this: I find it ridiculous that we are forced to move from world space to screen space because it's the only option that is not...
yes
that code used to work with URP 13 but doesn't work with URP 14. now I would get this: [IMG]
We have ended up using a setup with a lot of render objects unfortunately :D. The render feature panel looks like [ATTACH] while we don't have...
disabling mip map, why it would work, would make performance worse. It might be interesting if disabling them is faster anyway than performing...
I am not 100% sure what makes it blurry yet, I only know that anisotropic filtering sort of improves it. By the way I fixed the original post as I...
Hi, we noticed that our game is a bit blurry and we cannot understand why! We don't have much on, but what is really buffling is that the...
I am using AGI but I don't get how I can debug without knowing what I am looking at. I don't see any debug info that could help, like for example...
I am not sure why yet, but with 100MB less of shaders bundled in the addressables, the game performs noticeably better GPU wise.
From the shader variants collection phase, you can see that I have completely dropped the support for ShaderVariantCollection objects, this is...
all right, I am getting somewhere, I am going to share my current code, still far from being complete, but it shows potential. Shader Variant...
My problem is that I am not understating how to map a shader pass to a shader variance, hence I am not able to create a proper shader variant...
I was about to open a new thread since I have to ask another question, but at this point I continue here. Back to my original code (updated):...
I verified on purpose, the materials are SRP Batcher compatible [ATTACH] [ATTACH]
My point was: why is the SRP Batching pipeline requiring a shader variance with INSTANCING_ON? For example, this is one of the shader compiled...