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I will definitely cache the Ecb. However, the lone entity is just a test at the moment. There will be multiple octrees in the future. This is why...
You, good sir, are the goat. I can't believe I forgot to do this! Thank you so much! In terms of how I setting this System up, are there any...
So let me preface this entire thing by stating that I have no idea what the hell I am doing. Okay, so I am attempting to create an Octree system...
I have the same exact error. Still haven't figured it out.
So basically, Unity is showing the error "The NativeArray has been deallocated, it is not allowed to access it" even though I am not deallocating...
So I basically have a list of vertices, triangles, and normals that I would like to draw. They are created from a job, but I am having issues with...
how stupid of me to not even realize that I could have done that. Thank you so much bro for curing my absolute brain fart!
Okay so I have been trying to solve this issue for a very long time. Basically, I have a task that I want perform, but it requires that one job...
Yeah looking at it now, it is pretty confusing. The chunks refer to the voxel chunks that make up a terrain system. And I definitely agree with...
So basically, I have a ComponentSystem that takes all chunks within the world that have a component called "ChunkInfo", then I grab the first one...
So basically I am just trying to access the last element of a compute buffer. However, the GetData function simply crashes when attempting a 1...
So at the current moment I have 2 different Compute Shaders with 4 different kernels. The kernel execution order goes like this:...
I don't know if I completely understand, but the idea is that I am storing only the active voxels and edges in a NativeHashMap in order to not...
So at the current moment I am attempting to implement a job that takes all active edges and voxels of a density field and then creates vertex data...
Thats exactly what was happening. Thanks so much for the help!
So at the current moment I have been using @tertle 's code to copy my DynamicBuffers into a Mesh class, then using that Mesh class as shown below...
Totally didn't think of that. However, I think I can save on performance by moving the second job of my system into another system so that I am...
So I am honestly super lost on this one since the error message that I get completely denies me the fact that my NativeArray is indeed allocated...
Same here, its just frozen
Yerp