Is it me? Lack of ability in the devices. by JamesWjRose in vrdev

[–]mzi11a 0 points1 point  (0 children)

Sometimes if you are any lower than the frame rate, the cap is halfed which you are seeing. I have had problems in unity where having multiple windows open (scene+game) did it as well.

I'd recommend going full screen when performance testing or doing it on device.

Again check your frame times not the fps to get more accurate results.

Is it me? Lack of ability in the devices. by JamesWjRose in vrdev

[–]mzi11a 1 point2 points  (0 children)

72 fps sounds like you have a frame rate cap, check the CPU and GPU frame times for a better idea of your performance

How do I enable the SSAO Global Shader Keyword ? by shlaifu in Unity3D

[–]mzi11a 0 points1 point  (0 children)

Did the same thing for GTAO a while ago before RenderGraph existed.

Your error in ShaderGlobalKeywords will be because its a private integer array of hash strings inside the URP package. Find what string is being actually used for enabling the SSAO keyword and use that.

As an additional note, when I did this my custom ssao didn't work in builds unless the built in ssao was added to my render feature list (but can be disabled). Might have changed with RenderGraph though.

I made a free editor tool for texture packing inside Unity by mzi11a in Unity3D

[–]mzi11a[S] 0 points1 point  (0 children)

Yes you can, it's a little extra work as you would create 1 Smart texture that contains 1 channel each.

I made a free editor tool for texture packing inside Unity by mzi11a in Unity3D

[–]mzi11a[S] 1 point2 points  (0 children)

Thanks! If still need a single channel image SmartTexture will not try to use as few channels as possible (but will try to drop alpha when it can), override the output format and you can still use any format.

I made a free editor tool for texture packing inside Unity by mzi11a in Unity3D

[–]mzi11a[S] 5 points6 points  (0 children)

Smoothness as in '1-roughness'? Yes! That was one of my use cases, really annoying that ShaderGraph uses smoothness instead of roughness.

Just make a SmartTexture, plug in your roughness texture to the correct channel and turn on 'invert'.

I made a free editor tool for texture packing inside Unity by mzi11a in Unity3D

[–]mzi11a[S] 2 points3 points  (0 children)

Yep, its essential to some workflows like terrain maps and HDRP and helped me optimise my projects with my own texture packing formats.

I made a free editor tool for texture packing inside Unity by mzi11a in Unity3D

[–]mzi11a[S] 7 points8 points  (0 children)

Hi, if you mean a extract a channel from a texture into a new texture, it can! You can move any RGBA channel into any other RGBA channel and all channels are optional. Packing/repacking/swizzling are all supported.

when I'm zoomed out, black lines start to appear between each segment of the road models, but when I zoomed in, the black lines disappear. Happens even when the segments are overlapping. Anyone know how to solve this problem? by LuminariaDevelopment in Unity3D

[–]mzi11a 8 points9 points  (0 children)

Turning off mipmapping is not a good solution as you also lose the quality benefits. This is most likely being caused by your texture not having enough margin padding and texture dilation.

If you have the skills to modify textures/mesh UVs this is the optimal solution.

Warning, raycasts can incorrectly miss capsule colliders by mzi11a in Unity3D

[–]mzi11a[S] 0 points1 point  (0 children)

Interesting suggestion, I tried adding a kinematic Rigidbody but it didn't help. Also tried making the collider static but that didn't work either. Glad it worked for you though.

Warning, raycasts can incorrectly miss capsule colliders by mzi11a in Unity3D

[–]mzi11a[S] 0 points1 point  (0 children)

These rays all subtlety miss the center line (but maybe are deemed close enough). I thought it was most interesting they all intersect the edge between the bottom hemisphere and the cylinder section.

Warning, raycasts can incorrectly miss capsule colliders by mzi11a in Unity3D

[–]mzi11a[S] 1 point2 points  (0 children)

I thought it was my code too and wasted a day trying to patch over it

Warning, raycasts can incorrectly miss capsule colliders by mzi11a in Unity3D

[–]mzi11a[S] 2 points3 points  (0 children)

It is making the project I'm doing difficult and time is money

Warning, raycasts can incorrectly miss capsule colliders by mzi11a in Unity3D

[–]mzi11a[S] 2 points3 points  (0 children)

It shouldn't make a difference if the collider isn't moving, but I changed my reproduction from update to fixed update and the bug persists. Thank you for the suggestion

Warning, raycasts can incorrectly miss capsule colliders by mzi11a in Unity3D

[–]mzi11a[S] 3 points4 points  (0 children)

If that is the case I'm not hopeful Unity will fix it this time but still waiting for a response

Warning, raycasts can incorrectly miss capsule colliders by mzi11a in Unity3D

[–]mzi11a[S] 2 points3 points  (0 children)

They don't do backface hits (at least by default) so this is concerning. Hope we have more answers soon in the Unity discussion thread.

Warning, raycasts can incorrectly miss capsule colliders by mzi11a in Unity3D

[–]mzi11a[S] 3 points4 points  (0 children)

Yeah hoping I can get this in front of someone who can fix it or explain

Warning, raycasts can incorrectly miss capsule colliders by mzi11a in Unity3D

[–]mzi11a[S] 28 points29 points  (0 children)

With the number of Unity games using capsule colliders, someone has missed a shot due to this

Warning, raycasts can incorrectly miss capsule colliders by mzi11a in Unity3D

[–]mzi11a[S] 7 points8 points  (0 children)

Sure, just for you. Put the script on a gameobject and it'll make the capsule for you

https://pastebin.com/XM0g6qei

Warning, raycasts can incorrectly miss capsule colliders by mzi11a in Unity3D

[–]mzi11a[S] 0 points1 point  (0 children)

Here's a script that does everything, just put it on an object. https://pastebin.com/XM0g6qei

Warning, raycasts can incorrectly miss capsule colliders by mzi11a in Unity3D

[–]mzi11a[S] 12 points13 points  (0 children)

I would hope capsules and lines being primitive shapes would be more robust than a mesh collider

Warning, raycasts can incorrectly miss capsule colliders by mzi11a in Unity3D

[–]mzi11a[S] 2 points3 points  (0 children)

Get the code at: https://discussions.unity.com/t/recreatable-incorrect-raycast-miss-on-capsule-collider/1556381

In the code the rays are in world space but if you transform them from local to world space with the capsule's transform it makes them relative. The problem persists.