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You are writing (as you use the function Add()) in the buffer, and this can cause some problems when doing parallel jobs, if you want to fix that...
Time.deltaTime is a property that call a C++ function, not a field.
When you schedule a IJobForEach job, you have the choice between parallelism (job.Schedule(...)) and single-threaded (job.ScheduleSingle(...)). If...
You can use buffers in ForEach: Entities.WithAll(allRootsGroup).ForEach((Entity entity, DynamicBuffer<MyChild> children, ref Goal goal) => {...
This code would only work if you are sure PlayerInput is on all entities of the group. The reason he use With() (and that he check if there is a...
He is actually reading from a static readonly field though
You forgot to check "Enable Burst Compilation"
I wouldn't say this is a workaround, but I've done something to solve this issue by pooling the colliders. It should be safe to access them in...
I'm also using generic components as for checking if components data values were changed since the start of the frame or to check owners of an...
Bool became blittable in the recent version of the ECS packages and Unity
I don't think there is check to see if the old component data is the same as the new one, it's just a thought, but maybe you could make a check in...
Modifying the shared component every frame can be deadly for performance...
I had the same problem when baking the lightmap, I fixed it when I found out that the "light layers" of my lights were set to nothing (because for...
In collectors structs, is there a reason about the way that most of the comparison of fraction between hits/old fraction are done as "inferior"...
You need to click on "Add Component overrides", not on "Add Component".
It's available in HDRP 5.3.0 that can be found in the staging packages.
Ah yes, I understand, in this case, I could propose this: There should be an option where you can define a max angle difference (between the move...
I don't think this is a bug, as a majority of FPS games got the same behavior (same speed even when colliding against a wall), it would be a...
Have you done that for your gradient vector? If it's not enabled, it will not render correctly.
Hello, you can know which thread is currently executed in a ParallelFor job with the [NativeSetThreadIndex] attribute struct ParallelJob :...