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Amazing thanks! I don't know how I missed that in the doc :)
Hello there :) I have a system running two jobs in parallel that use the same chunk array. Something like so: protected override void OnUpdate()...
Still looking for an answer here, is it possible to have some feedback from the Unity team, please? Here is what the error looks like if trying...
Yes, you forgot to set the data back which is required when using GetComponentDataFromEntity, like so: struct ManaSystemJob :...
In my game I use both approaches to handle events. I only use approach n°1 if I am 100% sure I can only have one event of that kind on an entity...
I would go with a concurrent buffer and use Schedule() since destroying the entity is quite unlikely. Try and benchmark it with a lot of entities,...
Well I think you could work on something with hash maps in order to only access entities in areas close to your players and avoid checking...
That would be something along these lines (didn't try to compile so there might be some minor mistakes): using Unity.Entities; using...
Nice, that will definitly help some people out there :) Just some minor comments: - I would recommend showing how to use chunk iteration rather...
In my game I use something that looks similar to Goal Oriented Action Planning, althought I am not quite sure if it is exactly the same since I...
Haha yes I think we are lost in translation or I misread your first post, but we basically agree: you can pass chunks to IJobForEach and iterate...
Haha right! :) I followed all the advices given here: - I used DynamicBuffer to store my AI data (pathfinding and other stuff) instead of my...
From my recent tests, it actually does make a difference since using ToComponentDataArray schedules data gathering jobs, while using chunk...
Do you have an example of the first solution? Using ToComponentDataArray and ToEntityArray lead to memory copy (and additional jobs scheduling). I...
Definitly, I am currently trying to achieve the same objective with dynamic buffers. By the wy what is the recommend max size of a dynamic buffer?...
You are right about jobs, I just wanted some base for my benchmarks (as I expect to have at least identical performance with jobified work than...
Yes, I know they are sequential because i schedule them to be sequential. I had to do it because they all write to the same NativeArray (but at...
So I followed one of your advices and tried to avoid relying too much on the main thread (using complete() I suppose). This is how my code looks...
In fact my biggest issue here is the "helper" object. This is what actually prevents me from running this from a normal job, like a parallel for...
Thank you for all these information! By the way, I tried the [NativeDisableContainerSafetyRestrictionAttribute] to try to write to the same...