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Or you could put one of your employees on it. Just saying its hard out here for some people and you have the audacity to ask us to work for free...
Been checking out protobuf.net the last few days you were right runs much better than the official c# port. Are you aware if it they are still...
That will invalidate the entity array. He needs to create them via post update commands.
https://google.github.io/flatbuffers/ The developers say otherwise.
Is protobuf-net more efficient on the garbage collector? The official c# bindings for protobuf are pretty hard on it.
I'd suggest using google flatbuffers over protobuf. They were designed for realtime applications where as protobuf was not. Google also claims its...
I do not think there is a way by default, you could try adding a static method to that entities system then call it from monobehavior.
https://github.com/Unity-Technologies/Animation-Instancing Does this not work with the ecs?
Am I misunderstanding you because how is what you showed any more verbose then the a similar method with the old component system? Its 12 more...
Did you ever figure this out?
This worked thank you very much for pointing me in the right direction.
Not sure what I am doing wrong here, I am attempting to change the mesh that my MeshRenderer Component is using, it will work for a few frames...
Well that fixed it. Thank you Richard.
Assertion failed: Quaternion To Matrix conversion failed because input Quaternion is invalid {0.000000, 90.000000, 90.000000, 0.000000}...
Something like this should work for you . The problem is you need to string your jobs as dependencies as one another. Please let me know if this...
Any samples on how to animate characters? I have looked over everything the only thing I can find is a wiggle shader, is there not yet a way to...
Alright well one other question, how would this work with UMA? Would I be able to just bake the animation data for the base uma or would every...
I should have been more clear, I am attempting to animate characters with the new unity ECS. The entities created do not represent a game object...
Does this work with GPU instanced models?
"Entity–component–system (ECS) is an architectural pattern that is mostly used in game development. An ECS follows the Composition over...