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Fixed yay! Thanks for your help Richard in explaining what all those values meant because couldn't find a lot out there about them :) Setting the...
So simple hey... thanks very much. I'll try it out, I thought I couldn't do this because of how DrawMeshInstancedIndirect is apparently delayed so...
Thanks Richard! So I suppose this won't solve my problem. Do you or anyone else have a suggestion how to overcome my problem though? I have a...
Hi, I'm trying to use Graphics.DrawMeshInstancedIndirect with a structured buffer in the shader. I just wanted to understand the argsOffset and...
Nope! hehe, i can't repeat the test now as we had moved on but i have left your changes in place but thanks for your suggestions. I'm sure it will...
Sorry when I said 3 I was referring to this. Here's the current job with your suggestions. Seems to improve a bit, any other ideas are...
Thanks yes it appears Atomics are very slow, I'm learning lots of stuff, hobby game programmer and good to know. I reverted to my previous...
I think 3 works well, when I zoom in it speeds up. However the results are in, please see below :) 100k sprites using the interlocking method....
So I ended up trying out an unsafe class with a pointer to increase the index each time it decided that the sprite was visible. I thought it would...
Many thanks Joachim_Ante! I read up about AsDeferredArray. Initially had 3 job handle completes now only 1 on the main thread before rendering....
I have beat all possible different implementations I've done so far and I think I'll be sticking with this! 3 systems now that all run in...
Actually no, this is what my brother coded after your reply reading the very limited information out there about it. Maybe it can be done better?...
Haven't tried AsDeferredJobArray, still a n00b in so many ways! For me once I've Dequeued it is straight into the compute buffer like below....
Thanks for that DeamingImLatios, we tried 100K sprites in ECS with the NativeStream, didn't know it existed :) However I also tried a NativeQueue...
I've written my own 2D sprite rendering system with a Compute Buffer and Geometry Shader but what I want to achieve is reducing the amount of data...