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I gave up in the end with a hope that there will be a normal 'TranslateFromWorldTo(LocalTransform)'-like method in future. Will live with effects...
Is this expected that after EntityManager/EntityCommandBuffer DestroyEntity, entity no longer visible on the scene, however it still in hierarchy...
That helped, thanks a lot!
That's clear, thanks. I approached effects a bit different: every effect in my case is (IComponentData, IEnableableComponent), whenever it is...
I'm getting error when calling CastRay from within IJobEntity. What is the proper way to call it? When I CastRay from ISystem it works just fine....
What is the Actor's Buffer? Currently I aggregate all damage made on frame on target entity's component and then process it. Projectiles should...
Thanks for the reply! Found the doc, have a look:...
Projectile system based on raycasts from old to new position, see the code below. Is there a better approach for this? I see no problem so far,...
Given: World Position and Rotation from RaycastHit. I need to attach instantiated entity to a parent (hit.Entity). How to transform world position...
ah, yes, but PlacementInfo is a custom structure and Rotation field is actually a Vector3 with 3 angles.
A dummy question which I clearly can't get right: how one should transfer GameObject's beautiful Transform.Rotation to...
How does one overcome this error: ArgumentException: Unknown Type:`ECS.Systems.EffectTriggerSystem`1[ECS.Components.Effects.EffectSpeed]` All...
Is there a (better) way to access components inside ITriggerEventsJob/ICollisionEventsJob than having this: public partial struct...
Let's completely sacrifice any sign of convenience then! They could have their "Blob" still, but give ability to convert data (using the blob) at...
As ECS is only half-ready, developers have to use hybrid approach, so now I have to bake half of stuff and then later in the systems connect to...
[ATTACH] Nothing could be more exciting.
I’ve just checked and there is a NativeHashMap in Unity.Collections. Since for your task ideal data structure is a Dictionary/HashMap, I think...
This is exactly what I’m trying to figure out now! I have effects, those activated and deactivated based on time or some other circumstances, so I...
True, but I'm migrating an existing project, so I do not really want to change animation approach. I still see lots of benefits in incorporating...
Ok, After spending some time digging into topic I ended up with the code below. Automatic world creation disabled I create World and populate it...