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I have the same problem too, I had to go back to the old scripting API (without using Entities.ForEach) to make this use case work.
I agree with DreamingImLatios here, no matter how optimized Command Buffers are, it's always going to be slower to store a billion instructions to...
I would just add the previous cell state component to your entities. And adding [NativeDisableParallelForRestriction] if you only modify the cell...
You shouldn't do that with Events, because at some point, you're gonna need some smooth transition between your rooms I guess. I'll do it this way...
There is no 2D physics in ECS for now, only 3D. But you can create your own conversion workflow that converts your 2D rigidbody to unity ecs...
You should definitely try Unity Physics, it's not that convoluted and really easy to use. I don't know what kind of algorithm they are running,...
Take a look at this thread : https://forum.unity.com/threads/ecs-vfx-renders-10-million-entities.755861/ . I've done tests on my side using this...
You can convert a serialized scene at runtime using the function above. Also, World != Scene, you serialize your DOTS scene by creating a...
Hi, Looks like GameObjectConversionUtility.ConvertScene does this....