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The issue is that creating a new TerrainData object is buggy. The solution is to copy a known good one. Create a new terrain Reduce all the...
@Wright I looked into the issue where grass is broken when you create it at runtime (white billboards). I'm on URP 14/Unity 2022.2 btw. What's...
That's different. The grass detail density I mentioned is a new setting in newer Unity versions (and actually very important). You're talking...
I found another bug. Wind Speed/Bending/Size aren't applied correctly. In MM: [ATTACH] Terrain component: [ATTACH] Size and speed are flipped....
@Wright Hi. Unity added some new settings for terrains at some point (I'm on 2022.2 - I don't know when it was added). [ATTACH] Settings like...
Hello, I'm on Unity 2022.2/URP 14. I noticed that the LOD crossfade uses scaled instead of unscaled time. This means that when the timescale is...
SRP: First call from ScriptableRenderLoopJob The object wasn't batched with the previous batch, because there is no previous batch; this was the...
I don't do any WebGL work, I'm afraid.
I don't know what version of Unity and URP you use, so some things may have different names on your end. Some things I've noticed: That's a lot...
I know this post is old, but for anyone who lands here after Googling. Here's how to build the MapMagic native plugins for Linux/SteamDeck: Open...
That's what I meant though: you have to rethink the way you structuring your data. Things like particle systems translate nearly 1 to 1. I can see...
Well, not every programming problem naturally lends itself to being solved with jobs. I would say that regular pathfinding is one of them. This...
Complete() doesn't run jobs. It only guarantees that they finished. This means only jobs which have not yet been executed get executed on...
I'm not using UI Elements for my side project, precisely because it's not ready yet. My day job is working for a company that also ports other...
I think you're supposed to use an unsafe context, get a pointer to the struct and then use the offset to get a pointer to your field.
Aside from what was already said, not using GameObjects with Components is a huge step in the right direction. It allows you to have a dedicated...
Thanks for the response. I was hoping for B-Splines as they're easier to work with and scale better than the classic Bézier curves. (Of course I'm...
Is there any info on which type of spline were getting? Are we talking Bézier or (hopefully) B-Splines? Or is it something else entirely?
More LODs will eventually also cost GPU performance, because you'll reduce how many meshes can be rendered together using GPU instancing.
@Muchaszewski I wasn't talking about how much storage it uses, but how much of your memory (RAM) it uses while running. You can compare something...