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Guessing here (also not a big fan of acronyms for exactly this reason: unclear what they mean): ComponentDataFromEntity...
OK, I needed a DOTS Instancing / Hybrid Renderer Compatible Signed Distance Field Text Shader so badly that I took a stab myself converting the...
Did you try playing with https://docs.unity3d.com/ScriptReference/Rendering.MeshUpdateFlags.html to avoid unnecessary RecalculateBounds etc...
Not sure I can fully follow...maybe the issue is related to the Pointer? Possibly I can offer an alternative approach I am using (prompted also by...
Mesh Topology (line, triangle etc) which determines basically only how the index buffer is interpreted is specified when setting the...
Here an old post addressing how to use the advanced Mesh API to generate Meshes from scratch: https://forum.unity.com/posts/5672914/ Unity has...
Have admittedly not looked at attached ZIP, but I suspect the cause is likely the usual one: a structural change due to an entitymanager command...
This toggle is now under Preferences—> Package Manager
Not having this issue, and do not allocate anything from MonoBehaviour. All my allocations are from Systembase. Couple of thoughts: (1) You might...
OK, Thanks for the guidance. Still consider this a bug: IMHO BURST should not behave differently than non-BURST in terms of implicit/explicit...
Sure..appreciate the prompt response: 1253013 I am really stumped about this bug—appears so basic. I am puzzled it did not reveal itself so far....
Using BURST 1.3.0@Untity 2020.1.0b10 Encountered a weird bug in triangle area function leading to an instant crash of the editor. No such bug...
Is anybody aware of a fundamental technical limitation why the RenderMesh has to be a SharedComponent affecting chunk fragmentation? I am...
Or instead of placing the label “chunk utilization” into the x axis, say what the x-axis actually is (entities/chunk), and add “chunk count” at...
In case the entities have parents, try overwriting it. var par = GetComponentDataFromEntity<Parent>(); for (int i = 0; i < NumberOfEntities;...
if ENABLE_HYBRID_RENDERER_V2 && UNITY_2020_1_OR_NEWER && (HDRP_9_0_0_OR_NEWER || URP_9_0_0_OR_NEWER) // Hybrid V2 uploads WorldToLocal...
You are not setting BuiltinMaterialPropertyUnity_LightData and WorldToLocal
I also had the issue that procedurally generated RenderMeshes where black, until I manually added all the additional components that Hybrid...
Got the exact same issue with URP and PBR Shader. I noticed when I feed a color property or vertex color into “emission”, I see desired color,...
Using IJobParallelFor: First allocate an MeshDataArray, and set the Vertex and Index parameters of the individual MeshData according to the size...