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The meshcollider.create performance is a known issue, there was a thread open about it with some benchmarks and more years ago:...
Hi, I'm struggling to get my blob asset references to work in closed subscenes. I'm creating a set of BlobArrays inside BlobAssetReferences in a...
Hi everyone, I just submitted an update to the asset store, which should be online with a few days. It brings compatiblity with entities 1.0.10,...
Hi, thanks for reaching out. Regarding your questions, I'm not sure if Orbis is a good fit for your project. As it is entirely DOTS-based, it is...
Hm, thanks for reporting this issue. I sometimes got this error when the entity subscene is not loaded. Can you check if the subscene has the...
For your purpose you likely still need to use the MaterialMeshInfo component. Check out the code for it, it contains ids for the material and mesh...
So in case anyone else runs into this issue: It seems like the EntitiesGraphicsSystem just does not draw to the inspector, but only in the game...
Hi everyone, I'm currently in the process of sbumitting a new version, which will include compatibility with the most recent (exp65) entities...
Hello, I'm trying to render entities that have meshes which are being created at runtime. This is now working fine in the "game" viewport/camera,...
Regarding the future of Orbis: A while ago I began a complete recreation of the asset, with this new version focusing only on spherical worlds...
Hi everyone, so I just submitted a new version for Orbis. This will make it compatible with the latest 1.0.0-pre.44 Unity Entities version. Here...
Hi, sorry for the late reply, I was busy with some personal Issues. But I hopefully will be able to publish the 1.0.0-pre.44 compatible version by...
Is there any update on this with the 1.0.0-exp15 release? It seems like all the required classes are still internal-only, so we can't use a...
Ah okay, that explains the behavior. Too bad, having baked prefabs inside shared components or BlobAssets would really make a few things easier....
Hello, I'm trying to store a list of Prefabs, along with some other configuration, in a shared component. To do so, I'm using a BlobArray, which...
Regarding the version compatibility: I am planning on upgrading Orbis to the 1.0-exp version, but did not get to finish that upgrade yet.
Hi, thanks for reaching out. The sample scenes were setup using URP, so it's expecting the "UniversalAdditionalCameraData" component to be...
Hm, can you provide me with some further details on that? Is it happening when you are close to the ground? Did the ground move/deform when first...
I also just published an Update of Orbis to the asset store: Update to entities 0.51 Added burst compilation options to main mesh generation job,...
Hi, what do you mean by "loading a full city into orbis terrain"? You could of course load any building/city assets you'd want, and surround it...