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All this is cool stuff but it all good only for MainThread Code, and not usefull for Jobified code.
If you have some primary or the only EntityManager
You can make it look like this:
entity.SetHealth( someVal );
entity.SetAABB( new AABB(...
No you are wrong :)
Your entity in memory is something like this:
all three arrays consume slightly less then 16KB...
Entity is new type of GameObject so it has no fields.
Like with GameObject you need to get component from it and do what ever you want with it....
You right this will work only for build server where you always have clean state
Or make another copy of working directory special for build...
Before build make any modifiations you need.
After build just revert all modification through source control system you use :)
I have agree that is correct and always was done in that way but also agree that parameter name always was misleading and need to be renamed to...
Is there support for Static Method compilation using burst or plan to support?
May be something like read only prefabs, so no one can add overrides on prefab instance?
Coll stuff thanks :)
One additional question :)
Do you have in your roadmap note for Prefab Exposed Properties?
Can you please add Project option to make it serialize in 1 line and may be make it default for new projects.
Line length often changes from...
Sorry for bumping thread but I can not find any info about quad topology support on platforms.
What platforms actually support it, is there...
What about Asset Store packages?
When they arrive?
What shape they will be?
How many trash they create in Assets folder?
How we need to deal...
As far as I know it depends on Internal Unity C++ Job System and internal threads (whatever implementation it is)
Can you explain more on this topic what exactly will be allowed to serialize?
Few bugs I have noticed when working with version control on old system.
- Sometimes serialized references was serialized in one line, sometimes...
Am I right that I can declare position as byte2 (not 2 bytes per component but 2 bytes for entire position ) with this api?
We also need a way to specify one submesh to render instead of entire mesh with all submeshes.
I thinks it must be part of MeshFilter component in...
I think you compare not comparable things there :)
Entitas != DOST
Entitas == ECS
As far as I know ECS will be released in 2019 cycle (DOTS...