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Works for me this way:
Unity 2020.2.0a21.2837 | Entites 0.14.0-preview.19
it is on hold, mostly because of https://forum.unity.com/threads/ai-planner-v0-2-preview-released.789809/
at the moment it works only for HDRP, see the reply from Joachim above
Just tested if it works with URP, and it isn't :(
unity ecs is so fast because it vectorizes data
only value types can be vectorized, the object is a reference type, so when you accessing the...
1) no, you can't pass a class reference to a job
2) yes but you loose performance
yes, right now the only way to do is to fork Unity.Entities.Editor
take a look at
I'll try to explain better
Vector field is a function that takes a position is space as input and returns a vector (force in your case)...
I'm not sure what exactly you trying to achieve, is it something like interaction with the grass?
in any case, you need a nested loop as long as...
ok, you can do it this way
store all attractor positions to the native array
pass those positions to a job that iterates on all objects
for each attractor iterate over all objects it affects, calculate a force for the object, and add it to the force already applied to that object
I've already explained my case:
There is a bug that makes an entity that was instantiated from a prefab each time be placed in a new chunk.
So, to summarize, the answers to questions i've asked at the topic start:
Q: Is it possible to configure conversion not to create standard...
I would do it differently:
each item has a reference to the room where it is located
SwitchRoomSystem reacts on PlayerEntersRoom event, iterates...
@DreamingImLatios good catch yes now I can see the translation on those entities,
but I still don't see the prefab component there... :/
@tertle thank you for your answer
trying to do it but got some difficulties
I have a game object with a list of prefabs i'm going to need at...
One more case:
Not all entities in the game are renderable objects, some of them just data containers,
For example, in my game each level has,...
As @Joachim_Ante said in this thread https://forum.unity.com/threads/701909/
there are no plans for editor tools to directly construct/edit...
I'm using my own 2d rendering system that does not use Translation, Rotation and LocalToWorld components, instead, I have Position2D, Rotation2D,...