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Hello, I use the stencil buffer in my post process, and usually it works well. My camera targets a renderTexture renderTextureTarget = new...
Hi, I think this solution should work //Project to unity's coordinate float4 depthXYZVector = mul(UNITY_MATRIX_P, depthTex );...
Hi, CreateTextureImageType(sl.VIEW.DEPTH) creates a texture on GPU, to get the values on CPU you should use a computeshader.
Hello, I have an object in my scene which I would like to appear in wireframe in the editor view. I firstly tried to change its state with:...
The max of Random.Range is inclusive. It should be Random.Range(1, m_FootstepsSounds.Length -1)
Hello, To make sure Unity does not change my matrices, I have set render into a renderTexture. Then with 2 others cameras (left eye and right eye)...
Hello, I would like to create an EditorWindow which proposes to the user to download a package located in the asset Store. How do I download and...
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Hello, I have a script on my Camera which writes a custom depth in the depth buffer. For example to make appear a plane. I would like to get the...
You must set the geometry queue of the moving objects after the wall. It's just a tag "Queue"="Geometry+1"
Thanks, so If I understand correctly, in the "ForwardBase" there is only the directional light and no other information about point light. If I...
Hello, I have modified a shader created from a surface shader with a ForwardAdd pass ("lightmode" = "forwardAdd"). It works well when the lights...
Hi, To get a passthrough with the ZED Camera you need either to disable the ZED's tracking, or to use another camera which target to a render...
The tracking device did not work directly with a tablet. It needs at least a JetsonTX to work. The best way to link a tablet with the ZED is to...
Hello, My goal is to draw a point cloud from a texture. I have a texture which is composed of 4 canals, the first 3 canals contains the XYZ...
I have measured when the plugin is called (when call GL.issuePluginEvent in the update), apparently it happens before OnPreCull and after...
Thanks for your answer, I use the same method, I compute my textures before and then the event is called I copy my values to the Unity's textures....
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Is there a way to synchronize the texture update with the current frame ?