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Thank you for the report. I was able to repro and I'm working on the fix. In the mean time, you can get around this issue by declaring the Entity...
This error often indicates that the subscene has failed to be built. Probably an exception was thrown somewhere in the SubSceneImporter. You can...
From your description, it sounds like the Bar module knows about Foo. Therefore, in Bar you can have a BarBakingSystem operate on both AComponent...
Components decorated with the [TemporaryBakingType] attribute are stripped after each baking iteration, so you can use them in baking systems to...
The attribute can be used on bakers and baking systems.
1) You can call GetEntity() on any component or prefab reference you have access to in the baker. If it is a prefab reference, then it will get...
Could you show a sample of how the API would look like? The API we're providing consists of just base classes for each supported ECS component...
The attribute GenerateAuthoringComponent, while very convenient to use, had a lot of problems: * It came with the surprising requirement that the...
To confirm understanding, you're trying to create "typed prefabs" which can be pooled together in separate lists. Is CompType ever something other...
Can you post a code snippet illustrating your setup?
GameConversionSystems and the interface IConvertGameObjectToEntity are being removed in 1.0. This is a breaking change. The equivalent API...
Indeed, the expected behavior is that Entity references in unmanaged IComponentData and IBufferElementData components are remapped automatically,...
I am not aware of significant changes to the runtime data format. It is the pipeline itself that is made deterministic.
Thank you for the example. I would like to confirm my understanding, because the page you posted contains a lot of information and I still only...
It is still possible to do bad/slow things with the new APIs, and Baking Systems are still a thing, so the improved performance is not a...
The method for taking explicit dependencies is: public T DependsOn<T>(T dependency) where T : UnityEngine.Object It works for both components and...
I am not sure I fully understand this use case. Could you provide a small synthetic example illustrating what you're trying to achieve?
The main reason for introducing the baking APIs is correctness. If the baking dependencies are set up correctly and the result is guaranteed to be...
@Seith I think you should try it out and profile. The transform hierarchy has been heavily optimized and using the animation constraints does...
Hi, I tried writing a test and this works for me: public static void FindAllMaterials() { var guids =...