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@hippocoder I was hoping that nothing could go wrong with verified packages, but I experienced bad performances and even broken FFR on quest
yep Unity 2020.3(.20.3f1 atm) + URP 10.7.0 (over the 'verified' 10.6) is my actual magic combo :)
nothing much, it's old. It involved enabling/disabling a light at runtime (on a firearm) in conjunction with a custom shader.
I'd like to revive a project which made heavy use of the sprite mesh grid feature in spritesharp. So, another +1 for the grid mesh type :D
Bug reported by people (and closed by Unity) multiple times, and still an issue as of today (both in 2019.4.2f1 and Unity 2019.4.21f1 for sure)....
edit : I confirm, just found an old note : "URP Additional pixel lights (+ shaders) = CRASH"
@sfaok if I remember well it was a custom shader+lighting issue
Hi, does it support Amplify Shader Editor or are there any plans?
@hungrybelome @carcasanchez I also have a Quest 2 only crash, I started another thread because it looks like another error...
I'm experiencing an issue with the Quest 2, while the same build works fine in the Quest 1. The app is starting fine but freezes(crashes) in a...
I am still encountering it with the latest UT 2019/Oculus integration. @vrobel-lte says that "It's a bug in Oculus Android package", is it? I'm...
You can't AFAIK, but maybe you could use render textures?
@ROBYER1 I guess that would not be in the 'near future' anyway. I don't think it should amend the work being done on the new API. I doubt that the...
Why are you considering that? I don't think it's fair to the actual efforts. Things are unclear enough ^^' Offtopic (maybe) but: once again the...
I thought about that, but I don't think it does. Not all hardware (Edit I should have said constructor/platform) will be 'open' to OpenXR (and...
I have mixed feelings about that. In the end, it could be the awaited, disruptive standard that would change XR development. But how does it...
I get this error OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_VALUE: Numeric argument out of range (Filename:...
It works great for me, tho I don't know if it would perform better with atlas.
So, I'm not sure what happened, but I guess it's somehow related to a component used on the camera at one point. Once I noticed that it worked in...
So I may be facing a news issue, using UT 2018.4 and standard RP. Now OVR metrics say FFR is activated but not noticeable anymore and zero perf...