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## If you are interested in contributing, here are some ground rules:
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* Talk to us before doing the work -- we love contributions, but we might already be working on the same thing, or we might have different opinions on how it should be implemented.
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## All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement)
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By making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.
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## Once you have a change ready following these ground rules. Simply make a pull request
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# Contributing
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## If you are interested in contributing, here are some ground rules:
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* Talk to us before doing the work -- we love contributions, but we might already be working on the same thing, or we might have different opinions on how it should be implemented.
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## All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement)
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By making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.
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## Once you have a change ready following these ground rules. Simply make a pull request
m_statsLabel=string.Format("Accumulated time for RenderLoop.Draw and ShadowLoop.Draw (all threads)\n{0:F2}ms CPU Rendering time ( incl {1:F2}ms RT idle )\n",avgStdRender+avgStdShadow+avgSRPBRender+avgSRPBShadow+avgPIRPrepareGroupNodes,RTIdleTime);
m_statsLabel+=string.Format(" {0:F2}ms PIR Prepare Group Nodes ( {1} calls )\n",avgPIRPrepareGroupNodes,recordersList[(int)SRPBMarkers.kPrepareBatchRendererGroupNodes].callCount/m_frameCount);
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m_statsLabel+=string.Format("Global Main Loop: {0:F2}ms ({1} FPS)\n",m_AccDeltaTime*1000.0f*ooFrameCount,(int)(((float)m_frameCount)/m_AccDeltaTime));
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m_statsLabel=string.Format("Accumulated time for RenderLoop.Draw and ShadowLoop.Draw (all threads)\n{0:F2}ms CPU Rendering time ( incl {1:F2}ms RT idle )\n",avgStdRender+avgStdShadow+avgSRPBRender+avgSRPBShadow+avgPIRPrepareGroupNodes,RTIdleTime);
m_statsLabel+=string.Format(" {0:F2}ms PIR Prepare Group Nodes ( {1} calls )\n",avgPIRPrepareGroupNodes,recordersList[(int)SRPBMarkers.kPrepareBatchRendererGroupNodes].callCount/m_frameCount);
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m_statsLabel+=string.Format("Global Main Loop: {0:F2}ms ({1} FPS)\n",m_AccDeltaTime*1000.0f*ooFrameCount,(int)(((float)m_frameCount)/m_AccDeltaTime));
Copy file name to clipboardExpand all lines: ECS_ProjectURP/Assets/SampleScenes/3. Hybrid components/HybridEntitiesConversion/README.md
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@@ -12,7 +12,7 @@ The scene contains a Subscene in which there are Lights, Volumes, and other obje
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1. In the Hierarchy, select the Subscene
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2. In the Inspector, click Open
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3. In the Hierarchy, see the objects in the Subscene. Note that URP needs to be configured to use the Forward+ rendering mode in order to see **point**, **spot** and **area** lights with Entities Graphics.
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3. In the Hierarchy, see the objects in the Subscene. Note that URP needs to be configured to use the Forward+ rendering mode in order to see **point**, **spot** and **area** lights with Entities Graphics.
Copy file name to clipboardExpand all lines: ECS_ProjectURP/Assets/SampleScenes/3. Hybrid components/TriggerParticles/SceneAssets/JumpingSpherePSTagAuthoring.cs
Copy file name to clipboardExpand all lines: ECS_ProjectURP/Assets/SampleScenes/3. Hybrid components/TriggerParticles/SceneAssets/JumpingSphereTagAuthoring.cs
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