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Ok, I think maybe you are having an increase in performance because the split itself and not the buffer size. Are you testing this logic isolated?...
As a workaround for CollisionWorld as a readonly I'm using this: class TestSystem : ... { struct CollisionWorldRO { [ReadOnly]...
He is calling AsArray on intList2 and adding a new item to intList1. []'s
You can also do this: job = RandomGenerator.Dispose(job); Also for the random generator you could use this: inputDeps = Job .WithCode(() =>...
To mark the container as readonly for safe checks only and to track internal dependencies in the ECS. For example, calling Complete to...
Nop. You always had to declare permissions in the job, manually created or not, even if the container already has any permission already. If you...
What happens if you change to this: public void Execute() { for (int i = 0; i < 10_000_000; ++i) { var test = _test[i];...
Not a bug. DestroyEntity will add an internal component called CleanupEntity whey encontering a ISystemState* component. This component is used to...
Components are (mostly) structs, so there is no reference here if it's not explicit (ref/pointer). []'s
I'm not sure if it's still this way but Entity Debugger used to read directly in the PlayerLoop for a specific internal delegate type. If it's...
I thought that TypeIndex wasn't deterministic. I'm doing something close to what you are doing but didn't used TypeIndex thinking that wouldn't be...
IMHO you should keep a buffer with the data you want interpolate and lerp by time. Using only old/new and a factor it's not good enough so you...
It means that when the buffer is moved to the heap, accessing this buffer will be a cache miss. Also means that accessing sequential buffers...
Yes it's static size, 64k (hardcoded) to be more precised (to fit in the cache). Currently the 64k is used to store entities and the header of the...
If you need to use EntityManager you need to use WithStructuralChanges to inform that you need the code running in the main thread and without...
IIRC they where introduced about the same time. As a component, definitely it shouldn't. It takes space of the chunk and makes adding/removing...
Not the fastest (for coding or performance) but I think it's a goot start point: // The generator for authoring components doesn't do this...
If your systems doesn't share the same data there is no reason for them to not run the jobs in any order. If they do share the same data, the...
Also out would force you to set a value even when it's not necessary. By default the auto bootstrap will create three ComponentSystemGroup:...
Conversion uses EntityManager.SetName(entity) but only works on Editor (you can check the underlines in EntityManagerDebug.cs on Unity.Entities...