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Try DynamicBufferCollisionEventAuthoring.cs and DynamicBufferTriggerEventAuthoring.cs, they should have the relevant stuff :)
DOTS has issues, but...I fail to see how anything you say supports your thesis statement that it somehow contradicts Unity's strength. It doesn't...
Sure! Here's a version where I cut out everything not directly relevant. using Unity.Burst; using Unity.Collections; using Unity.Entities; using...
You want to queue the damage in some form, for example via a buffer. I did it this way in my GMTK gamejam game (that I did with DOTS to learn how...
1. Schedule() for IJobParallelFor is the same as ScheduleParallel for other kinds of jobs you're used to. Not intuitive! See here:...
The most simple way is just using a ITriggerEventsJob/ICollisionEventsJob. On Execute, the job gets a TriggerEvent/Collisionevent, which has...
Ran into the same issue earlier. My recommendation is just grabbing the neccessary packages with an earlier version of Unity and then upgrading...
Definitely the wrong direction, in my opinion. Packages were clearly optional, previews were clearly labeled as such, there was no problem at all....
Huh, I didn't expect that. Is it then better to use ForEach if possible, if you can use it for your use case? I pretty much moved all my code in...
It depends what you want. If you want to use a tile/grid based approach to merely spawn your world, cool, easy. Doing this for a Gamejam right now...
Question about the Hybrid Renderer V2, even after searching this thread: Does it not render lights other than the main directional one if using...
Interesting approach! Thanks for the update on this, and, despite what I am saying below, I like the approach and transparency. I do admit that...
For you and anyone else trying to find a solution (You probably solved it, but others might not, and it kept me occupied for a bit...Ran across...
+1 for the fixed update thing. Just finding out it was a thing took me ages, and I'm sure a lot of people get bopped over the head by it.
As far as I know, Unity Physics currently uses fixedTime while running in "Update", not "fixedUpdate". That means that the movement per "tick"...
Oof. I must agree with those not liking this very much. It...doesn't really seem a good idea to go the blueprints route for ECS, it just adds...
How efficient is this if you do it often, though? For example, if we're back to positions, there may be use cases where we're having grids, and...
100-200 tris per Model, with about 100-200 per room that get activated at a time. It works entirely fine without the scripts, it's just causing...
Thanks again for all the updates. They do help a lot and keep making this tool quite good (even for silly people like me that ask questions I...
You're welcome. Thanks for being so on top of things when it comes to minor bugs like this :) That kind of attention is likely why Umodeler's so...