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Awesome! Yes, it would be great if you could write up a thread about it.
I actually had the same question and kind of solved it. On the previous page you can see the question and a response to it. If you scroll up on...
Thank you very much for the input! I've also come to the conclusion that blitting is the best option right now. Mind you, accessing the Texture...
Hi all, I just wanted to know if there is a way to get Textures out of Shader Graph? As in: write to a Texture that you can then you use in other...
I feel like adding and removing components is the single most useful pattern right now. As LurkingNinjaDev said: dataflow can be used to represent...
Renaming everything to use special names that no other ECS implementation uses, just to save a few letters won't help then. It rather would...
My RAM would appreciate this feature. This is one of the only (and biggest) sources of garbage I am forced to deal with as of now. But it's...
Here are some minor features I would like to see that cover up a few use cases. 1. DynamicBuffer.Fixed and/or IJobProcessBufferElement While...
I wanted to test how well the fps.sample runs on my pc using the build provided here:...
I mean of course you could roll your own "managers" solution, but I don't think there would be much benefit to that when Unity already puts a lot...
ECS is a framework that enables optimizations. Of course you can write your own ECS inspired logic but you'll never get the same performance...
Yes, but you can partition the process to achieve even more parallelism. My setup was generally something like this: Use NativeLists in an IJob...
The classes would then have to adhere to some strict rules that are probably not in line with OOP. If they did, you'd probably get something that...
I'm glad I could help! And yes you're right. When I did this thing and realized that I just needed to precalculate the number of faces needed, it...
Are there any plans to support delegates that only reference static functions? I think this would open up many design possibilities for the Job...
Excuse the double post but I wanted to touch on this: There's two things that can address this. 1. Better tooling for managing Systems. I think...
Different sounds and particles would probably still be handled by the same systems. But I guess smart data was already mentioned. There's already...
I actualy did the exact same thing, so maybe I can help you there. You can put the [NativeDisableParallelForRestriction] attribute on your...
Yes, that's what I got from the docs as well but sadly this doesn't cover my use case. I specifically want to write to the buffer(s) from multiple...
That is good to know. Wasn't aware that it worked like that. Am I right in assuming that you can't use DynamicBuffers in an IJobParallelFor and...