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I don't see any problems with my ordering requirement, all I need is that items added by single jobs are in order, I don't care if items added by...
I know, it's far from best solution but it does what I need and does it fast so I will stay with it. Thanks for advice, I will try my best to test...
Yeah, its quite generic problem, but anyway UnsafeList works good enough, I just wanted to know if it's possible to use something like NativeQueue...
I want different jobs writing in parallel, jobs themselves don't depend on each other and they can run in any order whatsoever.
Okay I wasn't sure how NativeStream works at first, but now I made some tests and it seems you can't write to the same forEachIndex from different...
Then it doesn't work for me at all. Yeah something like this. But why parallel addition is such deal breaker? I don't need perfect order, but I...
The problem with NativeMultiHashMap is that it stores in reverse order and I need more like FIFO behaviour so that first element will be one...
At the moment I need data structure which allows you to access NativeQueue by specific key. Same queue parallel writer can be accessed in multiple...
My solution is: 1. Create a shader to render a healthbar, should accept health value 0-1 or something....
You can use transport package without dots, of course you will have to use part of it, like native containers, however it's quite easy to...
ReadOnly attribute is still working, so I suggest using it in IJobForEach or IJobForEachWithEntity job.
Not sure if this is where I should ask it, but I will go for it. So lately I been researching whether I should use new Transport package or...
I would suggest deleting "Library" folder and let Unity to download & cache all the packages again. It solves most of the problems like this for me.
I experiencing exactly same issue. It started with burst 1.2.3 for some reason (not sure which package update triggered it), then I upgraded burst...
So what can we do now about Scores API? That was one of the easiest ways to deliver nice leaderboard to players. Now we can no longer access them...
@DoubleZeroCool I think, it better to use one controller and just don't destroy it on load, so you can move across scenes without losing it. You...
So I need to use master branch which might be unstable to use this feature, why stable release doesn't have it? Is it new 0.8.x feature?
Hi, in LiteNetLib 0.7.7.1 im missing OnConnectionRequest and ConnectionRequest, why they been removed?