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Hi, I want to implement a custom fog falloff function that recedes to a current skybox cubemap at the lowest mip level instead of solid color. Not...
Interesting, I have exactly the same setup: Base scene - No lighting data, always loaded. Scene 1 - Lightmaps + Reflection Probes, no light...
We are using Bakery, but I tested both Bakery and Unity's native Progressive light mapper and in one context, both setups failed to load probes,...
@DanielMcPeters @AlkisFortuneFish Are you using addressables? I've done multiple tests today trying to replicate this flow using offline assets in...
Here's a simple setup: MainScene is empty, no lighting. Room1 is baked with lightprobes. Room2 is baked with lightprobes. All baking is Full...
Do you know when 1.2.0 is going to be made available as a package? Where can we pull 1.2.0 master to test?
Yep. At some point Multipass was buttery smooth, but only in one eye, and now it's jittery. Queue James Franco: Fixed, but brokeeeen, but fixed!...
Multipass renders in both eyes now, but both multivew and multipass are both thousands of OpenGL errors per frame "nobody can dev, let alone...
Got a confirmation from support that a fix for this will come in URP 7.2 update. Would be nice to know the ETA, since deadlines and stuff.
I got a response from Unity support that multipass/multiview OGL issues with URP should be fixed in URP 7.2, lets see.
Lol the official 19.3 release Multiview is still Jittery, and now Multipass is not only rendering in left eye, but is jiterry as well. Well done
Multi-pass is broken, try Multiview
Universal RP 7.1.8 fixes this issue. Haven't verified through debugger, but the jitter is gone in a new build I did just now.
Our team did some digging and if you build with IL2CPP and read the debug info from android debugger, there are OpenGL illegal operation errors...
The orientation of the room will always be misaligned, especially if the player resets their orientation. The only way I can think of is to have a...
Multipass still renders only in left eye for me and MultiView has a massive lag on moving objects (including HMD and tracked controllers) on...
Tested both on URP and LWRP in 2019.2.12 and 2019.3, set AA to 4x in the Scriptable Pipeline file (according to Oculus developer portal). On the...
There was a post somewhere around from a Unity dev that found a bug and put up some workaround code that if you wait for 1 frame before...
As a rule of thumb, avoid concave colliders at all costs. Assuming your oven is a cube with a door, make a "collisions" gameobject and under it,...
If your animations are simple enough (slightly bending/twisting, slight arm movement etc.) then just encode motion influences into vertex colors...