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> With Hardware Acceleration Off I get low framerates and high CPU usage, everything is fine if turned on.
This is expected. If CPU is emulating...
@Fotal Could you provide laptop specs (CPU/GPU/OS/drivers info).
Hi, MoveTo bug is already fixed. Will be in next release. I just ran with your unit tests, and both are green.
2019.4 LTS still requires this .dll to be present, functionality is only available in 2020.1 and above (DOTS collections package since [0.10.0] -...
It's not being used anymore. All necessary functionality (UnsafeUtility.AsRef and similar functions) that we used from .dll was implemented inside...
Hi! This is good idea. I'll add it to our task list.
System.Runtime.CompilerServices.Unsafe.dll is removed from Unity.Collections package (next release [0.11.0]).
This should be fixed now.
This is fixed, and it will be available in the next release. Thanks for concise repro case!
Update: Figured out repro, and exact issue, but still don't have proper fix for it.
Running either seems to have similar failure rate. But once I apply this change to TryAddAtomic it doesn't happen anymore.
I was running original code.
Can you try to go to UnsafeHashMap.cs and repleace TryAddAtomic with this:
internal static unsafe bool...
Ok I reproduced it, it takes a while in example I'm using...
This implies it might be race condition somewhere. At first I thought it's issue with tight capacity.
I plopped your code in one of our Hello...
> The TryAdd corrupts the hashmap and the nextptr points to itself and just infinite loops.
Does TryAdd ever return false?
Yes, wrong docs.
There are some changes in API coming. AsParallelReader will return NativeArray<T>.ReadOnly, and AsParallelWriter will have the...