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Having different values of a SharedComponentData will result in entities being put in different chunks. I would like create a bunch of entities...
I can't find the problem why my job is complaining about dependencies. Unless i have completely misunderstood state.Depenency. My understanding...
Ok, thanks. It seems now in the days of ecs that limit is too small
I just started experimenting with ecs and I suspect the leaks are from some blob data i allocated. So I actually would like to see the top of the...
That is what I have done, which is why I get these extremely deep stack traces which seemingly are too long to fit.
It seems like some log messages are too long and are cut of, both in editor and in the Editor.log file. Both messages ends with "(at...
I had to manually add com.unity.collections by name using to plus sign in the package manager, I then got collections 1.4.0 . The collections...
That has also been removed as far as i can see...? I see some references to it in the jobs package, but since the jobs package is replaced with...
I know that you can populate a NativeList in a first job. Then in a second job that is depending on the first job read the list. The lists size is...
That is very similar to what I had in the beginning. I am in the process of refactoring to support spawning multiple ships with any configuration...
I figured I had designed this badly. What i want to achieve is to have a factory that takes a blueprint. The blueprint contains a prefab and a...
I have a prefab reference together with some references that points to a number of components inside this prefab. When I instantiate this prefab I...
Nope sorry, I gave up on the whole articulating body :(
Ok thank you for responding. Yes that workaround will probably work, I will have to redo some things so that the capacity is not completely...
I have a system that populates an append buffer with float3 positions and I want to spawn particles at these positions. The problem is that the...
I was just about to ask a very similar question. I am using DrawProceduralIndirect to draw geometry from graphics buffers. And the built in...
As far as I understand, please correct me if I am wrong. If you have a fixed amount of vertices/indices you can use the mesh api and modify the...
In the example above Simulate() is not called every Update(), just some, so interpolation still makes sense for the rest of the frames. I have...
I don't know if this is a bug or if there is something I don't understand regarding interpolated rigidbodies. I have a rigidbody with constant...
Using 2021.2.6 seems to fix RequestIntoNativeArray in "one way". The way I want to use it doesn't seem to work, I am unsure if it should be...