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Thank you for taking the time to respond @adammpolak I reviewed your solution, and I believe I do essentially the same thing you're doing and...
From a conceptual standpoint, pretty much everything that was available in UNet is available in DOTS NetCode, which is appreciated. The 1 major...
The netcode docs explains that the way to disconnect is to add a NetworkStreamRequestDisconnect component to the connection entity. This works...
Thank you for that. Adding this attribute to the system made the extra verification step no longer necessary:...
Just a brief follow up... - I've made it so that when a Player ghost is first created on client, I add a "PlayerJoined" tag - I then query for...
Thank you for this, Lukas. Seems like a solution that can be used for many cases in ECS that I wasn't familiar with until now. :)
It seems a fairly standard setup that every time a client joins the server, the server will create a Player ghost, which will cause a ghost to be...
Thanks so much for this. I had created something temporary, but your solution here seems more robust and well thought-out than what I've already...
Thank you Kender. That is one method I considered, so it's good to hear someone else is already using it.
In UNet, it was possible to use hooks on client to signal when a SyncVar changes on server and thus changes client value:...
In my training environment, the theoretical max reward is 800 per session, and I have a brain that gets close to this in training:...
Thanks for that. I was only using the ConvertToEntity component, and not GameObjectConversionUtility.ConvertGameObjectHierarchy, as done in the...
I came up with a solution for this, but if anyone has a better solution, I'd love to hear it. Unity.Entities.EntityManager mgr =...
I'm converting a prefab into an entity using ConvertToEntity with mode "Convert and Destroy". This creates 5 different entities at runtime: 1 with...