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Yes thats the idea. But of course we will keep both around for an extended period of time once we mark them deprecatd warning.
This is accurate. For the same reason [AlwaysSynchronizeSystem] doesn't make sense to use on a SystemBase anymore.
Yes you need to add a render bounds yourself if you create a renderer entity completely from code as opposed to conversion. You can get the...
Reusing the same allocation during the job seems like a useful optimization.
Depends on how many chunks are getting processed of course.
Only lambda based jobs track dependencies automatically.
Internally this code:
is equivalent to this:...
Occlussion culling is also being worked on. URP is also making good progress.
Changes are part of 20.1.
It is both massive perf improvements, keeping all instance state persistent on the GPU.
As well as supporting the full...
The GetSingleton perf issue should be fixed in the next entities release.
Sounds like its related to this.
Disable leak detection. in the jobs menu.
Yes. Generally speaking on PC there is not guarantee that worker threads are available. HT is one reason, other processes & system using resources...
We are currently looking at adding new APIs to make floating origin easier in DOTS.
It is possible to hook all the places yourself, but i...
I think most likely you are caching an Archetype from another world (Maybe as a static variable?) and this new check found a bug in your code.
How many seperate jobs do you schedule from the main thread?
Do you have any sync points on the main thread between scheduling the first cloth and the last cloth job?
If the main thread cant push enough...
Are most of your jobs independent IJob or are they using IJobParallelFor?
Are you measuring in the player or editor? If you are measuring in the editor do you have the job debugger enabled?
No, that is up to you.
Creating and destroying 100k entities can be plenty fast. You just have to use the batched API's.
In megacity we streamed in 200k entities and...
I dont see a problem with having 1000 entity managers per se.
If you have only < 100 entities in each world, then yes thats probably not the most...
DOTS Multiplayer + ChilliConnect + Multiplay (Hosting & Matchmaking) is what we are focused on making sure works exceptionally well together, is...