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This shows to me how subjective this is. I did not like the "conversion" naming scheme because it furthered confusion about what exactly is...
Here's a thought. Instead of naming very specific archetypes where an archetype fully describes the entities that would be lumped together in a...
DOTS is more than just entities. Burst & Jobs are two powerful components within the ecosystem and rightly deserve to get praise as well.
I may have misunderstood your intention. I was under the impression you require the entity to be queued for deletion before the presentation...
That's precisely why EndPresentationEntityCommandBufferSystem has been removed. They both technically occupy the same point in time, but it was...
This is looking gooooood! I need to get back to mine again sometime.
I think the main thing I'm envisioning is adding that layer of job safety over it as well. Right now the Dependency property of a system is marked...
I'm suggesting something that's a little in between of what you're describing. Yes, I want to be able to query for some types of system state like...
I was recently reading through a Rust based ECS framework's documentation called SPECS and they had a very interesting idea for "singleton entity"...
So you might find there are other containers provided that could do what you want. Instead of collecting all information together into one struct...
If I remember correctly the change filter isn't actually tracked per entity, but per chunk. Meaning if you suppress for one entity you'll also do...
There is a difference between Schedule().Complete() and Run(). The former will hand over the work to a worker thread and wait for it to complete....
The main point I'm trying to make is that I don't think there would be much of a performance impact between converting a single gameobject or...
The whole reason why subscenes prove to be more performant isn't that it is converting multiple objects at the same time, but rather that when the...
You can remove the following components: Game Object Entity Translation RenderMeshProxy Then make sure to add the traditional rendering...
@tommox86 FixedStepSimulationSystemGroup is part of the Entities 0.12.0-preview release that isn't yet available from what I can see. As soon as...
This is something I've been meaning to look into a little in the Physics package, but Glenn Fiedler wrote a really insightful article titled Fix...
@Nyanpas it does feel like a dedicated DOTS editor might be the best, but the really important thing to remember is how tightly coupled existing...
@dCalle this should do the trick. var arrayHandle = Job.WithCode(() => { array = queue.ToArray(Allocator.TempJob);...
What's happening here is what I'd presume to be an issue with subscenes not being fully aware of prefab lifecycles. The subscene generates a...