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Honestly it feels like an unfinished todo item. I'd at least expect root GO -> Entities to get them by this point.
If this is eventually going to handle supporting shadergraph, is there something that can be done for simplifying precision support for custom...
Right now Burst will only work properly with unmanaged (struct) ISharedComponentData. This is a holdover from when ISharedComponentData was...
You can't. Everything in UniRx uses managed components and regular .NET threading. This is incompatible with the Unity Job system.
@PhilSA - You need to remove the line _processDefaultAnimationGraphSystem.Set.Dispose(); from SimpleAnimationSystem.cs It breaks in the presence...
Just in general, both and Unity and with other native applications, you generally only run the UI updates on the main thread. Async/Await doesn't...
In general, most UI objects should be considered "not thread-safe". If you want to have a web request update something that makes it's way to the...
To get it to work on 2020.2, I had to add ENABLE_HYBRID_RENDERER_V2 to the compile directives and downgrade the urp version to 10.0.0 (or any of...
I see
@eizenhorn, @bartofzo - have y'all tried using the unmanaged constraint qualifier for T value with blob generics?
I think the current expectation is if you want to use DOTS + WebGL, you'd use the tiny runtime, but I don't know if that supports the...
Maybe look into SharedStatic<T> as a cancel token that's set from the main thread and read by your job loop code? Haven't tried this.
It looks like you're trying to create entities in OnCreate(), if this system is created during the normal bootstrap process, the world may not be...
Honestly I'd use NativeStream for an event system like this if you can. Unity Physics uses it for handling collision and trigger events....
That's the new Input system action map editor.
Burst might get extra safety checks or optimizations around this. Plus, you don't have to declare the component as unsafe.
There's an example of this in the EntityComponentSystemSamples/ECSSamples/Assets/Advanced/BlobAsset example. Moreover, this depends on the...
Right now, the best method is to only have one scene with a session loaded at a time, and have all of your MARS content live in that scene, as...
Unity.Collections has several options for this actually: NativeBitArray:...
Got it, I'll roll my own for now using a previous project's (non-DOTS) code for prototype, but I'll keep an eye on this.