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Separate names with a comma.
Replace the version number with "latest": https://docs.unity3d.com/Packages/com.unity.entities@latest/
Use the AlwaysUpdateSystem attribute. [AlwaysUpdateSystem] public class SystemName : ComponentSystem { ... }
No it's not problem I was just clarifying. Thanks.
Does "final reward" mean the very last reward the agent receives or the final cumulative reward over the entire episode?
Try these steps: - Close VSCode - Make sure you are on package 1.1.3 - Delete the two project files in the root project folder .csproj and .sln -...
Did you try using SystemBase? You are still using JobComponentSystem in your example. JobComponentSystem and IJobForEach will both be removed in a...
I don't really have a specific project in mind, but the standard Entities package is not dependant on Tiny so I was expecting the 2D Entities...
Is it your plan that this 2D Entities package will always be dependant on Project Tiny? Or will you seperate them in a future release?
It's in Library PackageCache:
I can't reproduce the crashing behaviour now. The sample scene works fine. It may have been related to the problem with comments. Example: using...
Well seems like I ran into another problem already... Adding any generated component to a GameObject with a ConvertToEntity component immediately...
Yes it was breaking it even when commented out. I've tried putting the comment back and it breaks again.
Aha I figured it out! It was a very strange interaction with comments. My actuall file was like this: using Unity.Entities; //...
When I go to AddComponent and type TestData or TestDataAuthoring nothing comes up. But if I use the promt to add a new script called...
Strange, nothing comes up for me. Created a new Unity 2019.3.0b12 project, latest Entities package. I'll try downloading the 2020 alpha.
How does it work? I tried this but I can't see any generated component in the editor. using Unity.Entities; [GenerateAuthoringComponent] public...
It's called the ternary conditional operator. condition ? consequent : alternative
Sorry you are right, I had the wrong attribute name. [AlwaysUpdateSystem] public class SystemName : ComponentSystem { ... }
There is the physics package manual: https://docs.unity3d.com/Packages/com.unity.physics@0.0/manual/index.html However you probably don't need a...
You can put the attribute [ExecuteAlways] on the system, then it will run even when no entities match.