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Any word on this issue? I appear to have the same in my project as well, only happens in a release build, never in the editor. Unity...
I'm still on 2023.2.5f1 so I haven't tested out these changes in that release, but based on what I'm reading in your thread it appears you're...
Hi @kripto289 I've encountered what appears to be a bug in the KWS Water System (HDRP Rendering). I've reproduced this in the latest version...
Three years later, I'm super thankful for this post, I was in the weeds for days with this issue. Changing all my Position and Transform nodes to...
This is super old, but I was trying to figure this out myself as well which brought me here and then I figured out the cause. So for the sake of...
Just encountered this issue for a second time while working from a new surface shader. After lots of wasted time I figured it out for good so I...
Sure. [ATTACH] In light of @fabrmooc's post I'm guessing my issue was the fact that the IEnumerable method when called via StartCoroutine in the...
Interesting, just tested this and I'm seeing the same thing, the MoveToPrimaryDisplay method won't fire if called via StartCoroutine in the scope...
I've recently run into an issue in Unity 2021.3.15f1 where the terrain painted with a texture and a corresponding normal map looks shiny, even...
Yup, here ya go. Please let me know if you need something further.
So I just upgraded to 2021.3.15f1 and now the following workaround I've been using in 2021.3.4f1 is broken: void Awake() { #if...
Just recently migrated from a 2020 build up to 2021.3.4f1 and had this problem as well. Thanks to this sample...
Wow this is nuts, I'm still on 2020.1.2f1 because I don't want to deal with guaranteed headaches that occur upgrading to latest unless it will...
Turns out I was able to optimize the Loin Cloth down to 410 verts in Character Creator 3 using the InstaLOD tool in a matter of minutes. Now I've...
Wow, you're absolutely right, I got a dramatic improvement in performance by using a single ObiLateFixedUpdater, sorry I admittedly didn't read...
Thanks for the response and sorry for not using your official support forum, I'll be sure to do that in the future. I didn't think 1,800 was that...
Hi @arkano22, I'm working on a project in which I would like to be able to support up to 10 or so bipedal skinned humanoid characters on screen...
Now for why I'm here on this thread in the first place... I too noticed I was getting 80 b of heap allocation per frame in...
I realize this thread is extremely old, but for the benefit of other devs who may read I'd like to clarify. I've spent a lot of time in my career...
For the sake of saving someone else from wasting two days worth of troubleshooting this instead of doing something useful with their time... I...