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After fiddling around, this was indeed my own fault (I can't find a way to edit "bug" out of the title oops) I eventually realized that disabling...
tl;dr Rotating a camera appears to disable buttons when its parent canvas is in camera space. I've created minimal reproducible example with: 1....
Thanks @rochg and @diesoftgames for all of your detective work. Just wanted to pitch in something else I realized. When switching scenes, I had to...
Thanks for the reply. For sure, I understand Entities.ForEach isn't deprecated. My goal is to switch to a class-style job instead of a lambda,...
The setup: An Enemy attacks the Player. To effect damage, the Enemy decrements the Player's health (EnemySystem_ForEach.cs below). I attempted to...
Many thanks everyone! That fixes it.
I've setup a demo Unity project with just one entity and system. The goal of this demo is to check if the entity is disabled. Just like I'd check...
Yess, just for posterity: that worked. thanks @brunocoimbra! I'll read more about those systems/barriers and why that worked.
To detect collisions between two objects, I'm following this thread (link), using the format that @Bas-Smit recommends. The recommended approach...
Ahh thanks @florianhanke and @Wobbers! Many hours struggling but that finally fixed it: I got my project back into a clean state by commenting...
Here's the one error that persists: "'PlayerSnapshotData' does not contain a definition for 'Get'" [SPOILER] I assume this means I need to...
After updating to netcode 0.1, the netcode 0.1 tutorial code threw a number of errors. Per the netcode changelog, I made some fixes: removed all...
@florianhanke Sick, thanks! Seeing your paradigm is really helpful. I can usually hack something together but I highly doubt my hacks are even...
On the main thread, I currently create prefabs by using a helper method like the following. [SPOILER] Is it possible to similarly create entities...
How does a GhostCollection match ghost types? The GhostCollection docs don't seem to say. I'm having trouble reverse engineering (or finding) the...
Thanks @MaverickROM! This is perfect. Just to be more explicit about how to use (I fumbled around, and maybe my fumbling isn't correct): I...
I unfortunately don't have a solution, but did you omit or forget a [UpdateBefore(typeof(DeathSystem))] for DummyKISystem? I don't know about...
*For anyone that came here looking for non-uniform scaling, looks like you can modify CompositeScale, per...
tl;dr got it to work, code below I saw this as well. It initially seemed like NonUniformScale was the way to go but... Likewise here, when I...
Ahh that makes a lot of sense... looks like I was inadvertently managing game logic client-side. Just beginning to understand how the Asteroids...