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I had this problem as well. Replaced every IJobForEachWithEntity implementation with IJobForeach_B started to work normally with no crashes or...
Replace all BufferFromEntity with IJobForeach_B, otherwise it will throw this error.
IJobForeach_B also crashes the unity.
I appreciate that.
Thank you. Any plans to integrate your upcoming asset with the preview version of ECS?
Could we have Burst for EntityCommandBuffer, editable EntityDebugger, proper multiple Worlds support, and stable API without deprecation?
Good day, could you suggest any references to read about the technique?
I was not looking into the implementation. I just gave a suggestion to everyone who uses NativeArrays in their code.
Switching from foreach to for in NativeArray<T> will save you ton of performance.
Does it help to store Archetype database?
Good day everybody,
Are there any ideas in how to implement animations in Pure ECS avoiding Hybrid approach with Animator?
I think @AriaBonczek works on it now
Motivation: to access reactive entities with IJobForEachWithEntity<CleanupEntity> to get ISystemStateBufferElementData or to react on that with...
Any plans to include an easy looking up table for keys for the assets based on Hash128 to send over the network?
Thank you. But I am not sure if I need any of those.