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Oh awesome @wobes! I was actually wondering about iterators the other day.
@M_R I actually tried a MultiHashMap<int2,Entity> for the volumes. Where int2 is the uniform grid cell and entity is each Volume covering that...
I was not aware that one could combine queries like that, thanks @elcionap! Also for reminding me that I could determine the existence of a...
I am trying to implement "TriggerVolumes", e.g. a AABB volume that deals damage to entities inside. This means I care about all Entities with a...
Thanks guys! Related follow up: https://forum.unity.com/threads/entitymanager-exists-in-a-jobcomponentsystem.546625/ So, since I cant do that in...
So I just fixed a silly bug that took me way too long to grasp. I have this Component: public struct AttackTarget : IComponentData{ private...
Thanks a lot @DreamingImLatios ! I was absolutely not aware of the distinction between IComponentData and NativeContainers dependency management,...
For Future Readers: The primary issue was, that I had a component with an Entity inside. In the system where I use that component, I did not check...
@eizenhorn & @tertle: Duh! Sorry for that oversight, I get it now. Thanks for clearing it up! @RecursiveEclipse Passing a copy to the job was my...
Huh? It should generally be possible to [ReadOnly] access SCD from inside a job, right? MeshInstanceRenderer does it too with...
I cant see anything in the unit tests that suggests it is possible. I suppose I need to go with IJobChunk in these cases, huh?
For the collision of equally sized units I went with the Nordeus demo's approach and partitioned space into a uniform grid. For larger units I...
Thank you for sharing your source eizenhorn! I got it running yesterday and ultimately was even able to ditch the...
For this particular use case, yes. I do read/write only the current entities position and only read adjacent Entities' positions. (Thinking of it,...
I am currently re-writing my 2D collision system (a simplified version of the NordeusDemos' system) to get myself familiar with the the...
Since the ECS is implemented in C# itself, I figured the source should be available somewhere. Eventually I noticed that the packages are stored...
The spellsouls demo´s ArrowRenderSystem is a good, relatively simple example indeed. At the time it was created the builtin...
I am currently trying to implement frustum-culling and LOD on a spatial hash grid. It appears to me like I would have to implement my own...
Information for the highlighted Entity is currently only displayed when the inspector panel is in "normal" mode. Would be nice to have that info...