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I found the answer, here: https://forum.unity.com/threads/please-add-a-way-to-setup-teardown-systems.538011/ You must call...
Is it valid to call World.CreateManager<T>() after Unity has finished building the player loop? For example, if I call CreateManager() from a...
Great discussion, I’ve learned a lot. The reasons I thought this might not be supported boil down to: 1. The blittability of components (already...
I was amazed to find that generic IComponentData seem to be work. For example: public struct MyGenericData<T> : IComponentData { public T...
Much obliged!
Can EntityManager.RemoveComponent() and EntityCommandBuffer.RemoveComponent() be used to remove an ISharedComponentData? I am looking to move a...
The things (I believe) you can't achieve by just instantiating archetypes: - setting default Component values - setting references between newly...
This is a perfectly valid way to do it. Actually both approaches you've listed would be valid, they'd just have different performance trade offs....
I've run into cases in which I'd like to create several entities in a predefined group, which have linkages to each other. The community has...
Do we have any control over the order in which systems are created? We have control over the System update order with attributes like...
Fido789’s response is right on the money. You understand the problem. However, how much benefit you’d get from splitting a float3 into separate...
There are different ways to approach this, and destroying them immediately might work great in your project. There are also times when deferring...
So that later systems (systems that run after the entity has been marked for destruction) can filter their component groups to avoid doing work on...
The short reason why I wanted to do this: 1. So I could add some logic before actually adding the tag, to avoid multiple systems attempting to...
Undeleted, for posterity. :)
Hi Unity dev team! Is there any chance EntityCommandBuffer will gain an AddComponent method that takes an Entity and a ComponentType? For...
It may be simpler than you're thinking: public class MySystem : ComponentSystem { TransformSystem transformSystem; protected override...
Hi. I understand that a Burst-compiled Job should only contain blittable members. But can its Execute() method involve *any* managed types? For...
Thank you, but I'm not sure that would make sense in his example. If I understand correctly, his game would involve 'Tower' entities which can...
Hi @tertle. Here's a question unrelated to the OP, but something I've been curious about: In your frist example, you're calling...