Martin Valigursky
Martin Valigursky
@kenrussell Would you have any ideas on this?
Hi .. thanks for the response. I have not found any tools that can profile GPU side of the WebGl reliably on the Android platform, and so I've created this...
Ideally we would not resolve depth .. as this is the only code at the moment that does it, and it's not compatible with WebGl1 nor WebGPU. I'd prefer we...
We might need to do what's suggested here: https://pixel.engineer/posts/matrix-decomposition-unity/ `an additional negativity check on the rotation matrix and flip both scale and rotation in some cases`
In Playcanvas we decided to go with shape property, which can be specified for current Directional, Spot or Omni lights, and these are the shapes we support: ``` * @description...
The plan for the Editor: - enable clustered lighting by default - add 'clustered enabled' as well as all clustered lighting options to Settings->Rendering. This allows the users to disable...
this is the FBX I used https://sketchfab.com/3d-models/huge-medieval-battle-scene-19b198bb18be49498db3b647abebc755
A little bit after I got this error, the import seems to have finished just fine, and I can use the created template.
@jiajasper - any thoughts on the design here?
On the Editor side, we could also add a scene validation when the scene gets loaded to detect and fix those cases. So if the user gets a crash related...