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Ironically you can also be stubborn and not admit that something is off with this data because it doesn't fit your own narrative/agenda. You can...
Yeah its likely misquoted/mistunderstood, cherry picked or falsified data in some way because if you apply any critical thinking to the situation...
Someone is on a high horse today... The only one making a big fuss here is you. Andy asked a very valid question, granted with a misconception...
Ali was working at Unity at the time although I see he is just an admin now so not sure if he still is:...
So yeah, not an official depreciation yet :) I was thinking it was way too early but this is of course them trying to make a step in that...
andybak is the only that might have jumped to conclusions. All Wolfos said is that it "implies" that they "may" depreciate, sacb0y simply stated a...
I'm not spotting any news about that, where did they say that?
Hell no. Please don't even consider depreciating BIRP until we have a stable way to write shaders with code and not just node base systems....
Holy crap the amount of semantic buzz words in this post... You instantly contradict yourself with this nonsense. Not optional, yet the language...
See this is where it confused me because that logic makes sense when you look at fixed vs half. But then why give us an option for bytes at all?...
This got me on the right track thanks. I think something is still not quite right with uInt8 under the hood but sending data as UInt32, 1 instead...
I think I did try an equivalent of this but maybe I messed something up. Actually I probably need to send as you say and then interpret it with...
Then I need to inform you that this is because you don't understand what you are talking about. Please don't reply to topics you don't fully...
The two lines I posted really are the crux of the problem but I could have explained better. I'm trying to send a position as bytes, so x,y,z are...
It is indeed, but I'm trying to figure out the byte equivalent. E.G fixed is the step down from half in hlsl but in Unity shaders it will just...
It seems to be a mesh fighting week for me this week. Does anyone know how to interpret a position as bytes on the shader side? For example: new...
Does anyone know how Mesh.MarkDynamic works with the jobbed versions? I'm trying to decide if there is a chance it matters for the final write or...
There is SO much I would love to comment on this but its obviously not going to be a constructive conversation so I'm just going to ignore you in...
*Insert heavy face palm gif here* There are 4 pages of people talking about this feature and why its needed/underwhelming right here...
Agreed. Its annoying that the topic of Unity's overall velocity is consistently ignored:...