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I've made a pull request to lay the foundations of this logic, https://github.com/UnityTechnologies/open-project-1/pull/64 I've not gone as far as...
@NudelGames Thank you for this, the cleanest solution that doesn't involve modifying the ECS source. And for anyone looking to preset the scale...
If you use the MeshInstanceSystem.cs inside the Entity Component package as an guide they store a cached array of SharedComponents...
Thanks, I finally understand, GetFixedArray returns a pointer for the unlaying FixedArray component, so modifying that will store my data. C
Thanks for the info I think I now understand how to add a FixedArray component to a entity _entityManager.AddComponent(entity,...
Firstly I'm finding the ECS very promising, great job! I'm attempting to setup a graph structure with enities. I have a Node component in of...
Please could you briefly expand on this, I'm do something very similar setting up a graph structure.
Hi there, We are looking to add in certain methods based on rules for a bad example If i wanted to my entire texture red on import I would like...
The Problem : Silent crash on iOs builds deployed to iPhones below iPhone 5S. 5S and above the build runs perfectly. There is absolutely no...
Worth pasting the hash for this
Hi Mike, Thanks for the update. Would you be willing to publish the source so we can patch it and use it within our current project? Thanks, Caius.
@eventropy Thanks a lot for the framework, I've been testing it out. I've got the hang on setting up a RootContext and injecting into normal C#...
With the advent of OSX 10.9 Mavericks I've been getting just a little bit excited knowing that OpenGL support is FINALLY being upped to 4.x. That...
Thanks for the reply Zerpico I completely missed it until now! That would be brilliant this issue keeps poping up in project I'm doing a nice...
Thank you so much for that link, I've read a few of those white papers but thats a great collection! I haven't considered the chunk stitching...
I'm working over some ideas with my own implementation for a terrain system. There are a number of reasons why I'm not using Unity's terrain...
It depends If the built-in terrain can be split into chunks. But I'm not planning on using the built in terrain because then I procedurally...
Hello! This is basically a "how low do I go" discussion. Recently I've become more adventurous with my games development I have been heavily...
Any news on this? sounds very interesting.
Okay it's been a while since I posted this thread. I took the time and forced myself to program in C#... and it was very very easy to change and...