Keijiro Takahashi
Keijiro Takahashi
I'm closing this issue now. Please reopen it for further problems.
My understanding is that `ComputeBuffer.BeginWrite` is not an async way but just exposing Unity's internal buffer to C#. I guess that you can get performance gain when using a unified...
Thanks for the information. It makes sense, and I'd like to deep-dive into it in future updates, but it wouldn't happen very soon. There are some reasons: - There is...
It's [technically possible](https://docs.unity3d.com/ScriptReference/AudioRenderer.html). Implementing it is moderately difficult (requiring a few man weeks). Making it shippable is quite difficult (requiring another few man weeks and lots of testing). I'm interested...
> Just curious if the update to the NDI SDK 4 enables audio in your plugin? No, nothing is related to this issue. > My other question would be what...
Please don't expect this happens in the near future. Audio support is quite difficult to implement without introducing audio crackling/stutters. If you're okay with these kinds of audio glitches, it's...
@velenoise I think you can simply attach the debugger to the running Unity Editor process.
That's weird. If I remember correctly, it worked without any hassle. Recently, I migrated to the MinGW/WSL2 cross compiling environment, so I haven't installed Visual Studio on my machine. Please...
@velenoise > one question: it seems that the source code from the plugin disapeared from your repo's master branch, is that on purpose? Yes because the new version doesn't use...
If I remember correctly, it works without any special care. I wonder if it's an unknown issue.