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Bump this! Unity 2022 still has this problem (regarding a completetly different script in my case), the script updater blocks Unity forever.
Why not test this with 2021.3 LTS or even 2022?
Glad you took the time to document this doctorpangloss. Is there a reason why you recommend calling DeferredEvaluate instead of Evaluate? The...
Hi @theor-unity - this is great stuff, we're very excited about VS. Could you tell us more about your plans to make it customizablea and allow...
Bump that. In the meantime, is there perhaps a keyword one can put in the graph and in the material?
Hi Mecanim devs! I'm trying to wrap my head around some oddities in the signatures of AnimatorControllerPlayable.CrossFade() and...
It really shouldn't. "Actual graphics API" on Android is one out of three (OpenGLES2/3, Vulkan), and OpenGLES3 seems a reasonable default for most...
I see. In that case, why do you allow us (in the URP settings asset) to toggle on/off Dynamic Batching: [ATTACH] ? Cool, I'll watch this space....
Hi @aleksandrk, I'd like to follow up on that because I'm looking into how the SRP Batcher can simplify our production pipeline and help optimize...
Interesting, thanks for the tip! It would make sense share such (black)lists of non-compatible devices, since they're probably affecting many...
Does anyone know whom at Unity to make aware of this thread? Then please do. (Not getting a response from @Kink3d). This seems like such a blatant...
I think this thread should get a response from a Unity employee...
Of course, it's only going to work once this bug (1136069) is fixed as well, which right now wrecks my and other people's Unity editor...
Hmmm, can't get this trick to work on my system (2019.1 with latest LWRP). Could that be because I don't have that "variable setup", whatever that...
Thanks @Mecanim-Dev ! Actually, there seems to be another way: calling AnimationScriptPlayable.SetJobData() each frame in Update(), as shown here....
Hi @Mecanim-Dev, I have a question about data-flow between a custom IAnimationJob and the main thread. In our case, at least a dozen variables...
Solved it - in the import settings of both textures, Wrap Mode must be set to 'Clamp'! And voilà, we have a working Gradient Map shader :D
Hi everyone, I'm trying to create a simple gradient map shader graph, basically a graphical version of the standard gradient map feature found in...
Hi @Kink3d, any ETA on this one?