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Try to mark the field as internal.
Do some extra search based on the link's path? Use WaybackMachine to see the cached version of the page?
Hi there. I decided to gave up utilizing Unity ECS for my projects and techically got no time to be Unity's QA for free.
All the best.
Thank you. I was also thinking to move everything related to UI outside of ECS components.
I will try that.
protected struct LocationComparer : IComparer<SpatialRender>
public int Compare(SpatialRender a, SpatialRender b)
Confirmed. I have the same sort of problem using TextMeshPro. Have you found any workaround?
Is there any way to have synchronization of Editor changes with Convert and Inject workflow? Current workaround is to have Proxy with...
You can have parallel iterating with...
You may store its pointer in a Component and then convert it back to a Buffer if needed, but you are fully responsible for its safety.
@xoofx, @tim_jones It turned to be a bug on my side. My approach now fully works with the latest version of Burst.
The problem was my Ordinal...
@xoofx Mono. ILC2PP never worked for me. But Mono worked with Burst 1.0.
@xoofx It is visible in inspector but not burstable in build anymore. I will make a reproduction of it. Thank you.
@tim_jones It worked in AOT yes.
They are explicitly typed in my property. Hence they work. They are not working if they are not visible in Burst Inspector. I tested it multiple...
The job itself.
public unsafe struct FieldChangeDetectionJob<T1> : IJobChunk where T1 : unmanaged,...
I would also appreciate if you reproduce the issue. Glad that I am not alone.
It might be related to generic jobs if they use any in their sources.
I have this problem with explicitly typed generic jobs. They were working on Burst 1.1 as far as I remember, but not anymore so I was wondering if...
Anyway to ensure their compilation in non dev build? I am having the same problem.
Raw pointers with method calls should win and get inlined with Burst. Mono rarely inlines.
Is this order respected with your ECS setup? Afaik you need to use Time.fixedDeltaTime for your simulation.