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I'm interested in pure Lights and Cameras too
Very cool, thanks!
How does it work?
I use the same approach. Just came here to post about it :D
Try C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\Common7\IDE\Extensions\Microsoft\Visual Studio Tools for Unity
Very cool, thank you!
Is there any way to create references to converted in-scene game objects? Like, I need to access entity of another converted game object.. While...
I also think physics update will lead to netcode update
I think this behavior should be considered a bug. I also need to render my main camera manually, but can not
I know that I can make renderer invisible if I set it's materials to zero length array, but I still wonder how to track the visibility of the...
I simply use one of GameObjectEntity's methods to map a GameObject to Entity, and it perfectly suits. The method, that current conversion system...
Well, you may grab Transform via GetComponentObject and access it's gameObject
I bet that Translation is IComponentData and should get grabbed by GetComponentData rather than GetComponentObject (that would've been helpful in...
It's a new system
Is there a way to check if the entity is visible/invisible? Also, I wonder how to hide/show an entity. Is there any tag component for this?
It seems like there's a single package for Unity Physics, but I can't get it working - the import ends up with the following errors:
There is though. I have many cameras for many portals, and I also need to have some ECS way to track the renderer's visibility
I am very interested in this topic too
Thank you. Though I'd love to have some less hacky solution with access to Camera as well. I just can't wait to move my code to Pure ECS :)