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Thanks! That'll all work out fine, though I'm looking forward to having a public job for ScheduleReset so I can chain my steps when needed! This...
I have a project that runs on a fixed timestep using Unity.Physics. The fixed timestep necessitates interpolation on Update(). An earlier version...
This is...non-trivial. There's an example character controller in the Physics samples, and they are setting the velocity directly. The velocity is...
Does this only happen in the editor, or in a standalone build too? If build works OK it might be the native collection safety checks; they do some...
Yeah, I pulled generic component data from my project for now. Definitely causes errors in preview30. They are on the fence about supporting...
Hah, I was about to chime in on the above until I saw the Entity Debugger comment. I've definitely just been living with systems not showing up...
Ahh, I get the approach now. I was missing the fact that UpdateBefore/After are processed in SortSystemUpdateList, which, of course, makes sense...
Bumping this. One use case I thought might be nice is that I might want to put some snippets from Unity.Entities in a blog post, and being able to...
Yeah, some interesting stuff here. I only took a moment to look into it, but it seems like none of my custom systems get initialized if I don't...
Created a generic system that takes a component type as a type argument, but when scheduling the job it appears to get a dependency error. If I...
Well, I was hoping there was a better way to do this, because the approach I went with seems rather brittle. It turns out there is a hook that...
I have not had success creating worlds inside my custom bootstrap's Initialize. Not recommended. Use DefaultWorld.Initialize elsewhere to create...
Haven't tried, but I assume you can do this by calling the two-argument "GetInterface" on each type in ICustomBootstrap to check if each has a...
I have some T4 templates (.tt) that I have in my project. In order for these templates to work, they need to have the "Custom Tool" property under...
Well, turns out I was wrong anyway. The change I added had a mistake that created the illusion of fixing the crash. So I fleshed out my minimal...
Hah, that just makes me more confused about my case. I don't even call update on the presentation group once before applying my LocalToWorld...
Oh, hey, I thought it was just me who had this problem! Upgrading to ECS preview 30 started giving me crashes whenever I let the render system...
Dunno if this is what is causing it, but you probably want to use a EntityCommandBuffer.Concurrent when doing an IJobForEach.
Huh, I was experimenting with this a while ago. I don't really know if this approach is valid, but you can certainly write to a managed array in a...
Oh, huh, that model makes a lot of sense actually. Luckily I don't think I care about add/remove component for rewinds, since my rewound state...