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For documentation purpose if someone stumbles across this problem, grizzly was so kind and look at a working example and found the issue. It was...
Thanks for the advice grizzly. Unfortunately there is the same result, data does not reach Kernel 2. For testing purposes I added typos to the...
I currently struggle the exact same issue. However the solution or cause you described (misstype of buffer name) does not seem to be the issue. I...
Wow!! I think that is the best update coming with Unity3D ever in a new version. Looking forward for the final 2018.1 version!! Will bring...
Interesting, you are doing something similar like I am doing for some time, however I am more focusing on an exploration mode rather than a...
Hi Michal_, do you know if Unity did in any way consider add your plugin to the native repository / Unity code or at least implement a similar...
Will test it this weekend, thank you for the update Michal_ !!
Hi Michal_ having asynchronous GPU readback missing in Unity3D was such a pain while creating a GPU ComputeShader based procedural planet engine....
+1 Getting always back to that same problem when trying to workaround it in my procedural universe game. Getting minmal information async back...
Found the issue, I had one RenderTexture.Release() command in my quadtree code called at the point a quadtree node is splitted. Of course this may...
After looking into MaterialPropertyBlock with the final 5.4 version I had to realize that this won't help me solve the problem of draw calls, as...
Is that really necessary? I am not that much into ComputeShaders as I started to use them just a about half a year before for procedural planets....
Well I can add a usecase to that question. I am intensively using ComputeShaders (love them) to procedurally draw surfaces of any kind for a...
I've been reworking some parts of the procedural content generation code so that it either can create a planet or smaller objects like asteroids,...
I have multiplayer in mind, yes, however its not my current focus, as I am still on prototype level and looking for the best way how to setup...
Saw that today in the release-notes of the 5.4.14b Thanks a lot @Aras ! Will try that immediately.
:) Hi Aras, thank you for that! This good news really made my day!! Those who love to create procedural content will benefit so much of that....
I am always lurking for that into the current betas, but still no luck. With all the extensions in 5.4 it would be really really helpfull if...
Thank you cblarsen, very much appreciated. I added addshadow but the behavior is still the same. Really strange. I am going to modify my current...
The normalmap is previously created in the computeshader (which is responsible to calculate the vertex positions and the normals). Complete...