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Cheers, enjoy! :)
Hey, that's the same as any other Editor UI, just look for how to do those in general.
@lclemens only seeing your reply now! Glad to hear your've been using it! I agree that if you're using Unity.Physics you probably already have the...
Hey, without going into the details if the packages, just make sure you're aware of the uncertainty around DOTS:...
Hey. Nice to see you're playing around with this. This quadtree is especially good when you have many static entities. With movable entities, the...
Heya, glad to hear! You're right about the stack size. I went a bit overboard there to avoid heap allocs and capacity checks, but probably should...
Heya, As a half learning / half serious project I created a BVH that supports some basic primitives and physics queries, all done in Burst....
Hey. A while ago I made my own navmesh solution from the ground up. The generation isn't bursted but path queries are (A* and Funnel). It was 2d...
+1 to what the others said. Your future self will thank you for not going to wacky (unsafe pointers) way ;)
Here's also a very simple, unsafe, non-dynamic min-heap: https://github.com/marijnz/NativeBVH/blob/main/Assets/NativeBVH/UnsafeMinHeap.cs Later...
Nope should just work :) Let me know if it doesn't. Even for non static objects you could use it and just update it once per second or so if that...
Hey, I only started looking into this project now and started going through the code, it's looking very interesting! To give a more positive spin...
Hi @eizenhorn. Cool to see the progress! It's looking great. I'd be interested to know on how your team dealt with the constant changes with ECS...
Hi @martygrof3708. I posted it before but isn't https://github.com/marijnz/NativeQuadtree something like you're looking for?
@Gekigengar note that the NavMeshComponents use the runtime baking API, it's not anything like the carving of obstacles and a lot heavier.
Hi, I made a simple quadtree native container for Jobs/Burst: https://github.com/marijnz/NativeQuadtree/ - It currently only supports bulk...
@tertle that's also my take on it. I started on something here: https://github.com/marijnz/NativeQuadtree. Still WIP but the insertion and...
Hey, I'm working on a native quadtree. It's here: https://github.com/marijnz/NativeQuadtree It currently only supports points and range queries on...
I didn't measure. I didn't see this as a thing as the overhead of having native elements should be very small. Hey, that's a very specific thing...
I haven't tried but you could just take the project and try it with latest Unity?