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Initially, when I was doing the project, I knew little about DOTS, but I tried to follow the advice from the articles or from the forum. So I just...
It sounds logical (I can probably also use SystemGroup), however... I have a large project with many different modules. And I am afraid that with...
Hello, I have a job that can only run on one thread. Because of this, the rest of the threads are idle. This jobs is very expensive. Therefore, I...
Hi, For the past few months I have been using UMod on my project to create downloadable content. I also prepared a toolkit (using UMod) for...
Hi, I found this thread when I was looking for a solution to a similar problem. I was answered in another thread:...
Hello, I needed to have an array of structures of different types that I could pass to Burst Jobs. Structures can also have their own BlobArray....
Oh... This was unexpected. Is there a recommended way to have BlobAssetReferences nested? I used the BlobArray <BlobAssetReferences<MyBaseStruct>>...
Has BlobAssets mechanics been updated in the new version? Can't contain reference types now? Or is it now done somehow differently? Can't find it...
No, this problem is with the default material (standard UI / Default shader). I found a solution to the problem in another section of the forum:...
Hello, My game window has a transparent background, all transparent details “shine through” showing the desktop. My problem is that the top...
After a while, it seems, I found a way to make EntityCommandBuffer deterministic. Writing large systems without using EntityCommandBuffer greatly...
I use DrawMeshInstanced to render my characters in DOTS. What I'm doing now is just calling DrawMeshInstanced in Update, every frame. The problem...
@jdtec I specially removed all the additional functions so that the project and scripts can be quickly and easily read. In my main project, I...
I finished pretty quickly and managed in time today. If anyone needs it: here are the scripts and just in case a simple project (SampleScene)...
Two hours ago, I completely got rid of MB, except for one, and returned the bullets to my game: they spawn in a circle and destroy the entities...
Oh sorry. I just got confused in the code. This snippet was from the Run method. I will insert the full code here for both, so as not to mislead...
I conducted some tests with spawn entities (the game was tested up to 4000 physical frames): Determined: protected override void OnUpdate()...
I removed the destroy of entities and left only spawn. When I spawn from the script in the main thread, everything was determined. As soon as I...
I made a build and asked a friend to conduct several tests. He got the same results and error in the same frame. Of course, I will need to try...
It simply stores 2 scripts by ID0 and ID1. And every frame I first call a script with index 0, then a script with index 1.