A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Yes sir, thanks for your reply. Just send a bug report.
Unity 2019.3.0.f3 How to reproduce: 1. Create a new 2D project. 2. Create a square sprite and drag it to the scene 3 times, with different...
I don't get your question, but you can get system group information in the entity debugger.
Just get the component you need with EntityManager.GetComponentData and use it, sounds simple, what's the problem?
If I remember correctly, you can disable whatever system you like in the entity debugger. If you want to disable many systems at once, you might...
Hello! It sounds like pass NativeList<float3> to a single-threaded job can solve your problem, right?
Yes that's better. Further more, if it's not gonne change, use blob asset might even better.
Hey, I like your tutorials, which is very fun and helpful! Hope my English doesn't make you crazy:rolleyes:. To handle Polymorphism in ECS way, I...
Me too, so I turn back to VScode..
Thank you sir, good to know this. Really like what you and your team's work, that's amazing.
Thank you sir. I don't explain well I guess. What I need is from entity array -> do sth, not query -> do sth. The reason is I don't need all...
Thanks for suggestion! But the problem is how to iterate an entity array, instead of whole query, only part of the query. ComponentDataFromEntity...
Hi, I found it would be really useful to provide a job, instead of ForEach, but iterate only part of it, of which reference provided by a simple...
After many researches, and many time refactor my code, now I think I understand how to do it properly. In my primitive design, entity with same...
So what I guess about different chunk is wrong, sorry. But about this code, I think the problem is because no matter GetBufferFromEntity or...
Hi, I think the problem with this code is you schedule same job, which use the same nativeArray<int> buffer, in one system. The solution would be...
I add some simple test, and surprisingly find that SCD is 20% faster than tag. Not sure, for some reason I cannot disable Leak detection. class...
var index = charAimHit.RigidBodyIndex; var entity = World.Bodies[index].Entity;
emmm..May I shamelessly ask about add a SCD as tag test? Haven't try this testing extension.. Just curious to know whether it's as fast as normal...
Also I want to point out that, we can skip work by simply add a ChangedFilter for each system.. Time complexity now change from per system per...