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The best way would be to have a class define the order in this way:
I have subScene with more than one section, which has `Auto Load Scene` disabled and when I try to load it manually, then I get that error:
I use 19.3.0b6, it is using old foreach jobs?
The reason why I care about those 0.5 - 1.5 ms is I want to use physics for a rollbackable simulation (currently there are only 2 bodies).
Why PhysicsSystems consume so much time with 2 bodies?
What is the reason there is so much idle time between jobs?[ATTACH]
Is it true that I will get the same entity order no matter what I do with subscenes? (If API is called in the same order)
When I try to load 2+...
When burst will support deterministic floats how to ensure Transform systems, Physics systems do use that attribute parameter?
Will there be a...
Will you publish that project to show how to bind runtime data to UIElements?
Hi, Thanks for input!
This is just test component, I doubt I will have 4 fields of same type in same component in real project
Awesome, thanks for taking your time
I will keep an eye on burst changelogs
Thanks, a lot for the information!
If I reduce field count to 1-2, then it should be able to vectorize it, then?
@Lee_Hammerton @xoofx I think you can give me the best insight about how I can push Burst to vectorize it
Hi, I tried a lot of things to vectorize this loop, but without success:
Another attempt using pointers and [NoAlias]:
On a related theme:
Do you have any plans for entity-based component change detection? (Low entity count, high interest in reactive...
Hi, I'm making an outline effect, here is the simplified graph. I'm using LWRP.
When I try to connect inverted normal:
With ChangeFilter if single entity was changed, then you get full chunk. And you don't know which one is changed.
If in your example 500 entities...
Notification about each lost unreliable packet
Do you stop network thread on exit?
I was thinking about putting the whole packet into ringbuffer from network thread.
Then read in logic thread and enqueue whole packet into second...