TonyMax
TonyMax
if `.ToUniTask(true)` called with `true` passed then all works well. If look inside this extension method it reveals that if `firstValue` parameter is true then `FirstValueToUniTaskObserver` is created instead of...
> I see. I'd like to think about that conversion path, but semantically, how about converting R3 to Task and then having it converted to UniTask? Does this `Observable` ->...
What you mean `dynamically generating Sprite Animated Renderers during runtime`. What sprites on video dynamically generated? What graphics API do you use in your android build and what android version...
It is because I've forget to introduce that changes for shader graph. Sorry for that. Will try to fix that. Also do you have any reason to use SG shader...
I can't really get SG to work, because I can't change `SV_Position` as easy as I do it with regular HLSL. So I decide to exclude SG shader from NSprites-Foundation...
That is a great suggestion if such improve can tight NSprites closely to unity standard rendering pipeline. But I'm completely lost with all this rendering spaghetti in unity. Can you...
So, if I understand you correctly with any SRP (URP in particular in your example) we can just use command buffer and it will automatically render sprites + we can...
* Do we need to connect `CommandBuffer` to `Camera` in any rendering pipeline (legacy and SRPs) ? The idea where we need a `MonoBehaviour` to bridge things looks inconvenient to...
We can make SRP's a default way of working with NSprites, especially when unity make it more and more default. So this is how we can avoid using mono-bridge. Though...
There is managed `IComponentData` `RenderArchetypeStorage` which can be extended to provide public access to `CommandBuffer` which would be generated inside `RenderArchetype`. ```mermaid graph TD; SRP_Extension-->RenderArchetypeStorage; Legacy-Mono-Bridge-->RenderArchetypeStorage; ``` Can you please...