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I've realized the SceneManager.LoadScene doesn't destroy entities that were created from GameObjects with ConvertToEntity in the scene being...
I think it's more interesting to consider the ways you can bind an event to its handler and target entity and execute that handler as opposed to...
If there's just a single event handler then sure maybe you just call a function instead of generating an event. But if there are multiple handlers...
It appears the EntityManager.RemoveComponent( query, type ) operation will corrupt data. In my case we tracked down physics collision breaking for...
How to use it is self-evident, what it actually does is not at all obvious. What additional features / performance / saftey etc do you get from...
SubScenes can be preconverted to ECS representation so you never need to load the GameObject representation at runtime. These SubScene ECS forms...
Why does a ProBuilder mesh work fine with ConvertToEntity but not work at all when placed in a SubScene?
Sounds great. If you could provide a few out of the box resource managers for common use cases it would be even better. Like perhaps a Resources...
IIRC the CopyTransformToGameObjectSystem removes the CopyInitialTransformFromGameObject component after it runs.
Starting at the first layer of your described problem: For a query based on faction why isn't SharedComponentData with ComponentGroup.SetFilter...
I'm using many GameObjectEntities with CopyInitialTransformFromGameObject to specify markers in the world (spawn points etc). Combined with...
Is there a way to set D3DVIEWPORT MinZ/MaxZ or the equivalent glDepthRange?
Thanks for the very useful information. In terms of the rendering callbacks and Graphics.Blit when does the active RT get changed?
FWIW on android I get this with multithreaded rendering enabled. With multithreaded rendering disabled I get some more reasonable looking profiler...
The profiler seems to give useless information when multithreaded rendering is enabled in player settings. (This is running on a Kindle Fire HDX...
I have a camera that renders a scene with Deferred Lighting and HDR into a RenderTextureFormat.ARGBHalf target. I have a another camera that...
This is blocking me currently as well. Any news on this hotfix or 4.3 release schedule?