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Yes, last time I also testing the same scene with UE5 and Unity (alpha) - UE5 (Early access) give mi about 30FPS and 2-3FPS in Unity. But this is...
Each successive alpha version is a decrease in performance with DXR ray tracing. It's waste of time reporting the obvious bugs which disqualify...
in a12 this problem is fixed
Hi, I have an issue with assigning materials to object in scene - it is blocked. I can assing into inspector at material properties, but can't...
In your scene I have above 100fps with DLSS (QuadHD) I dont' know why, but in my scene I have 7fps with and without DLSS and sometimes with DLLS...
Thanks, in your project DLSS is working :))
Hi, Is there is a special trick to enable DLSS on 2021.2.0a17 version ? . I enabled NVIDIA in package manager, but I don't see a DLSS options...
Hi, Is there is chance to get screenshot from path tracing editor/game window ?
Hi, I'm trying to import .duf pose files, but not every bones match with exported pose by fbx export - any suggestion to convert .duf x/y/z...
hi, I think that, this is a tutorial for you: [MEDIA]
I can have both, but only in Stack Lit - but AS doesn't have Stack Lit template, and SG doesn't have tesselation :(
How to do that ? If I choose Material Type: Subsurface Scattering - there's no Iridescence nodes ? If I choose Material Type: Iridescence -...
I like it very well! Is there'is a possibility to have in Lit Shader (HDRP) Subsurface scattering and iridescence map ? or this is reserved only...
Is Decard render working with Raytracying in Unity 2020.1 / 2020.2 ?
Thanks, this solve the problem :)
Hi, Is there is possible to save copied blendshapes mesh into prefab ? If I try to make prefab, the mesh property in prefab is empty ?
I think that they have a very promising plugin for Unity not ready for test yet, but it's impressive https://deformdynamics.com/
Does it works with skinned meshes (distance) ? or it should be used with colliders ?
in 2019.3.0f6 cloth is still broken, but is working fine in 2020.1.a20
It's seems that in 2020.1a019 cloth component is fixed.