where is meshlod? it was mentioned in Unite but no word so far?
How did you get to use it? I enabled it in project settings but didn’t notice any changes, is there something else I have to do to make it work?
EDIT: Nvm I found the package on google com.unity.web.stripping-tool
Curious, i guess I need to go download that… cheers
Any DLSS updates? Ray reconstruction, frame generation? SVT out of experimental? No Mesh LOD this time is sucks tbh
I second this. Blender had it. And it’s extremely useful!
Tried Web Stripping Tool, stripping works, cool, but profiling doesn’t - editor fails with error:
Error Message
An error occurred when adding submodule profiling to build:
System.IO.DirectoryNotFoundException: Could not find a part of the path ‘C:\Users\Some…Path\GameBuildFolder\TemplateData\submodule-profiling-icon.png’.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String destFullPath, System.Boolean overwrite) [0x0005f] in :0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName, System.Boolean overwrite) [0x00062] in :0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName) [0x00000] in :0
at Unity.Web.Stripping.Editor.WebBuildProcessor.CopyProfilingIcon (Unity.Web.Stripping.Editor.WebBuildReport build) [0x00029] in .\Library\PackageCache\com.unity.web.stripping-tool\Editor\WebBuildProcessor.cs:129
at Unity.Web.Stripping.Editor.WebBuildProcessor.InstrumentBuild (Unity.Web.Stripping.Editor.WebBuildReport build) [0x00133] in .\Library\PackageCache\com.unity.web.stripping-tool\Editor\WebBuildProcessor.cs:70
UnityEngine.Debug:LogError (object)
Unity.Web.Stripping.Editor.WebBuildProcessor:InstrumentBuild (Unity.Web.Stripping.Editor.WebBuildReport) (at ./Library/PackageCache/com.unity.web.stripping-tool/Editor/WebBuildProcessor.cs:80)
Unity.Web.Stripping.Editor.SubmoduleStrippingWindow:AddProfilingToBuild (Unity.Web.Stripping.Editor.WebBuildReport) (at ./Library/PackageCache/com.unity.web.stripping-tool/Editor/UI/SubmoduleStrippingWindow.cs:448)
Unity.Web.Stripping.Editor.SubmoduleStrippingWindow:b__39_11 () (at ./Library/PackageCache/com.unity.web.stripping-tool/Editor/UI/SubmoduleStrippingWindow.cs:309)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Tried to create folder that it wants (TemplateData), then Add Profiling runs without errors, but resulting build fails in runtime with error:
Error Message
Uncaught (in promise) TypeError: unityFooter is null
_addSubmoduleProfilingOverlay http://localhost:12524/Build/Build.framework.js.br:14
unityFramework http://localhost:12524/Build/Build.framework.js.br:14
p http://localhost:12524/Build/Build.loader.js:1
Build.framework.js.br:14:313504
This is the setup:
webEnableSubmoduleStrippingCompatibility: True
webGLDebugSymbols: Embedded
UPD: Same issue in 6000.1.0b2
UPD2: It happens if you select WebGL Template to Minimal or Custom, fielded bug report
P.S: New bug report window looks much better, would love markdown support tho
Will you fix the contrast of the background color of the tab bar in the editor UI?
I would prefer the background color to be like in the Package Manager window (#2B292B), or maybe just a little bit darker (#232223), but not so close to the pure black. Ideally to add another ColorField
to the color settings in the Preferences → Colors so that we could change the color ourselves as we wish.
I noticed that URP’s Deferred+ currently only supports up to 32 lights. Will it support more lights in the future?
Are some of the new world building included in this beta
No, they are (to my knowledge) for the next generation.
I am not testing it yet because I see quite a few nasty issues.
Have you fixed the GPU lightmapping with URP?
I don’t know what you did but in 6 it has become bad. Blotchy stuff everywhere. Maybe filtering is problematic?
Limiting the samples made things worse since the problem could at least be covered even though inefficiently by throwing a ridiculous number of samples to it. (i.e. 20,000) The blotches would become so small it was hard to see. Now with the limits you set, it is not possible.
This was never the case before. I never needed to increase the samples more than 750 and the results were fast and nearly perfect. Now it feels like we are back to CPU lightmapper speed and results that look like poor preview quality.
@soleron To me this sounds like an unknown issue/bug. It would be a great help if you could create a simple test project which shows the faulty behavior and then use Help > Report a Bug from Unity’s top menu to send the test project to us. This would allow to reproduce the issue on our end so we can fix it. Thank you.
Yes I share your issue, and I think it would be good to have it in preference.
save this as dark.uss in a folder : Assets/Theme/Editor/StyleSheets/Extensions
.dockarea
{
background-color: #292929
}
.dragtab
{
color: #dedede
}
.AppToolbar
{
background-color: #292929
}
Any updates on coreCRL progress?
No, because it won’t be part of the 6.x release cycle. It is too much of a change. Any update will surely be posted, but not in this thread. It won’t help to ask all the time. I know people are eager, but give Unity time to complete their tests and unveil it when it’s ready.
Since unity 6.0 has gone through the alpha, beta and LTS stages, l will there be LTS versions associated with each minor version of unity 6?
I don’t want to be that person, but after 2 years after someone promised it would have been done, we are still waiting for shadow caching
You can configure the number of lights using URP Config package
Im being dumb. I read the page, but i dont have the config package, where is this found? or do we have to do the voodoo and play guess the name?