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I'm working on a voxel game much like minecraft, so although the meshes will be changing constantly, there will be large time gaps between...
In that case, what would be a good solution for dynamically created meshes? None of them will be the same, and it seems inefficient to separate...
So I'm confused by unity's only current way of built-in mesh storage and rendering in entities being through a sharedcomponent. From what I know,...
I updated to the latest beta version of 2019.3, didn't fix the bug. The full error is: [SPOILER] And the code where I schedule the job is:...
Here's the part of the job where I declare the buffers going in: public void Execute( Entity cube, int index, [ReadOnly]...
I'm using a set of dynamic buffers on an entity to store mesh data until it's turned into a mesh array later in the frame by a different system....
I have some questions about how the addressables system is supposed to interact with the ECS system: 1. Where are loaded assets to be stored?...
I understand that async is not supposed to be ordered, what I'm confused about is: var thing = await...
Actually the textures keep their names when loaded in with the addressables system, so it would be easier to load them by label and sort them. I...
tl;dr what is the best way to load assets in a particular order? I'm working on a voxel game and need to compile a texture2darray from a folder...