Hej thanks for the vid! When trying to reproduce, within a new project. I have the problem, that dynamic objects dont cast any shadow. But in your example they do? What did I miss? My light is set to cast shadow and baked
Are you using the URP template or a completely new project? If you're using the URP Template, your lighting settings should be fine so I would check some other things : Lights are set to Mixed and not Baked. The also should have Real-time Shadows set to true, Dynamic Objects Mesh Renderer Cast Shadows = True.
Thanks for the answer. I started with a completely empty project. But as I checked out the sample project, I think I spotted the issue. There is a dynamic shadow custom script on some lights, thats generating the realtime shadow even if they are set to baked. For me I go with mixed for now🤷♂️
Well shoot, i think this might just be a Unity issue, but i'm getting this error whenever i try to bake... IndexOutOfRangeException: Invalid kernelIndex (0) passed, must be non-negative less than 0. UnityEngine.ComputeShader.GetKernelThreadGroupSizes Any idea if it can be fixed? Edit: I fixed it, if anyone else gets this i'll leave this here, but... basically just had to delete the library folder(???)
Hello Shrimp! Have you ever tried new fancy features of Unity 6 such as Resident Drawer, GPU Occlusion Culling and STP with oculus integration package. I have tried to impelmenet Resident Drawer along with GPU Occlusion Culling, somehow gpu utilization has sky rocketed.
Hola! I haven't had the pleasure of playing with those tools yet, so take what I have with a grain of salt. It sounds like the Resident Drawer uses up GPU memory to keep assets local to the GPU, then you have Occlusion Culling that is offloading occlusion calculations onto the GPU. Both combined might be competing for GPU resources depending on how you're scene is set up. I'd test it out with one and then the other. Maybe you'll be able to see if they are competing or if one isn't configured correctly.
I'd love to see how to do a time-of-day using Adaptive Probe Volumes!
I'm really looking forward to doing this one. It looks great from the demos that they've shown.
the best free game engine keeps getting better
Very informative video! Got yourself a new subscriber.
Make a video on Sky Occlusion and Lighting Scenarios. Plz
Very detailed and clear video, thanks
Subscribed!
Make a video of the sky occlusion and the resident drawer thing
Thanks Shrimp great vid as always. Have you tried APV in VR yet?
Could you do the same thing with a VR scene example ? Because this one is too heavy to run smoothly as a standalone app on Quest 3
Hej thanks for the vid!
When trying to reproduce, within a new project. I have the problem, that dynamic objects dont cast any shadow. But in your example they do? What did I miss? My light is set to cast shadow and baked
Are you using the URP template or a completely new project? If you're using the URP Template, your lighting settings should be fine so I would check some other things : Lights are set to Mixed and not Baked. The also should have Real-time Shadows set to true, Dynamic Objects Mesh Renderer Cast Shadows = True.
Thanks for the answer. I started with a completely empty project. But as I checked out the sample project, I think I spotted the issue. There is a dynamic shadow custom script on some lights, thats generating the realtime shadow even if they are set to baked.
For me I go with mixed for now🤷♂️
Well shoot, i think this might just be a Unity issue, but i'm getting this error whenever i try to bake...
IndexOutOfRangeException: Invalid kernelIndex (0) passed, must be non-negative less than 0. UnityEngine.ComputeShader.GetKernelThreadGroupSizes
Any idea if it can be fixed?
Edit: I fixed it, if anyone else gets this i'll leave this here, but... basically just had to delete the library folder(???)
Hello Shrimp! Have you ever tried new fancy features of Unity 6 such as Resident Drawer, GPU Occlusion Culling and STP with oculus integration package. I have tried to impelmenet Resident Drawer along with GPU Occlusion Culling, somehow gpu utilization has sky rocketed.
Hola! I haven't had the pleasure of playing with those tools yet, so take what I have with a grain of salt. It sounds like the Resident Drawer uses up GPU memory to keep assets local to the GPU, then you have Occlusion Culling that is offloading occlusion calculations onto the GPU. Both combined might be competing for GPU resources depending on how you're scene is set up. I'd test it out with one and then the other. Maybe you'll be able to see if they are competing or if one isn't configured correctly.