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That's a use-case I should have run into, but hadn't realised :oops:. Having that ability would technically make things more fair for players, so...
I assume that only works in combination with @NikiWalker 's suggestion of disabling the entities first, so they won't be referenced anymore? Else,...
Aloha! After running my game with leak detection on, I get errors about memory leaks. These stem from persistent allocations. I can find the...
Why are thinclient worlds so seemingly heavy? Don't they only have to generate fake input to send to the server? A lot of my client systems...
When I'm not resizing a DynamicBuffer in a job (i.e. no add element, remove element, clear, etc.), but only want to update data on an element in...
To debug my game, I often have to look up an entity via the DOTS specific windows to inspect its data in the inspector. I regularly have to look...
The way to search for specific entities in the current DOTS Hierarchy window is to write c:ComponentType. This filters the entities to only show...
The documentation for using EntityCommandBuffer(System)s describes the need to call the AddJobHandleForProducer method on the ECBSystem from...
A while ago, the EntityCommandBuffer operations that work on an entityQuery that is evaluated at playback time were removed. This leaves us with...
I have a situation where I have a producer system that creates signals that later get picked up by a consumer system. These signals contain some...
When I wish to perform a command buffer operation (AddComponent, RemoveComponent, DestroyEntity) on every entity in a chunk, is there some...
Alright, so the [BurstCompile] attribute is the more important and more functional one, and is the one I should definitely use for all my static...
In the spirit of clearing up confusion, I'd also like to ask what the difference is between the [BurstCompile] attribute, and the...
Alright, that indeed was the issue. The exception works fine and is thrown if either called from non-burst or from burst with safety checks...
Hmmm, I see the uint cast and it should indeed work as intended. However, that CheckBounds function doesn't seem to get called for me at all,...
Today I experienced that trying to get an element at a negative index of a DynamicBuffer works "perfectly fine" in the sense that it doesn't throw...
I'd add a UnityEngine.Debug.Log("Test") in the OnUpdate method to see how often that log gets printed. If it prints more than once, the system...
Actually, I think I know what the issue is: The entity that the RunUpdateOnceTag exists on, is a prefab itself (it has the Prefab tag)....
Since the RunUpdateOnceTag is a tag and thus has no data, I'm not sure if ComponentType.ReadWrite works with it (since there's no data to read or...
The OnUpdate is part of the PlayerSpawnSystem, right? If so, you don't have to do World.GetExistingSystem<PlayerSpawnSystem>().Enabled = false;...