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Yes, please try posting here: https://github.com/ValveSoftware/steamvr_unity_plugin/issues/1095
Try building with il2cpp instead of mono. That has (strangely) made controllers show for me in builds.
I saw very similar confusing behavior recently and fixed it by removing Magica Cloth...
Thanks for the info - this is working pretty well for me. There's some little issues, but they may be blending discrepancies. This is the per-bone...
In case you haven't looked into it already, the BRG might be useful here:...
Tested with a Rift S and unity 2022.2.11 using openxr on windows. OnApplicationFocus (and OnApplicationPause) are not called when the VR system...
This is good advice! I got a 40x speedup on a looped vector and matrix math heavy function just from native types, the new math library, and burst...
SceneHierarchyWindow.Paint is a big pain point for me too. You can work around it by de-selecting the Hierarchy tab when in play mode. Here's an...
Looks good to me in openxr so far. Make sure and set Depth Texture Mode to "Force Prepass".
Thanks for the tips here. A shader made with amplify is working with custom render texture and hdrp for me. The wrinkle was that globals like...
A built-in shadergraph output node that mimics the entire lit shader would be great. Then we could easily add simple custom things like color...
BTW, I do use volumetrics in my project. Probably any of the expensive features can be used in VR, but not all of them.
Yes, I can get very high VR framerates on a 3070. Try disabling HDRP features like shadows and volumetrics to see how that goes.
That's right, "Use optimal settings" means that dlss will choose what percentage to render at during runtime. I'd try it that way and see if you...
You would leave the resolution at 1920x1080. Then you can set the internal, lower resolution to be upscaled from as a percent of that. You'll see...
The bug report is IN-7136 in jira.
You're right - I'll put together a bug report. My testing is on a 3070ti btw. Are you seeing good numbers with VR?
This fits with what I'm seeing. DLSS has massive overhead even without any post-processing. With PP, at 20% scale it performs worse than the same...
With DLSS enabled (in a published build) my VR scene runs at about 9.5ms at 20% resolution and uses nearly the same amount of GPU time (10.5ms) to...
Something like this could work for you. PhysicallyBasedSky sky; GradientSky gradientSky; Fog fog; void Start() { Volume...