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I doubt there are any bugs because 1) Your hashmap is already guarding the add, 2) NativeList has been around for so long that the bug would be...
No, you shouldn't call AssetBundle.LoadFromFile if the file is already open. Implement a cache to store already loaded bundles
This behavior is very strange and undocumented, I'm kinda frustrated because I've been stuck trying to make an example work with cleanup...
You can also alias the struct fields with a fixed list inside the struct [StructLayout(LayoutKind.Explicit)] public unsafe struct...
Hi, just out of curiosity, can you go a little bit in depth on what Unity is doing inefficiently in these systems (Transforms, Renderer, Physics)....
I'm generating 2 meshes but Unity is incorrectly saying they're aliasing. Why? public partial class TestReplicate : SystemBase {...
Mesh with line topology works fine until 100k object instances (12 lines - 24 vertices per AABB - 2.4m points to be re-calculated per frame) I've...
I need to visualize a lot of object AABBs (a few millions) for my system. I've tried using GL.Vertex or Debug.DrawLine but they're too slow and...
Sorry I didn't realize you were using two different Entities in your code. In that case your initial code should just work.
You can't Add in parallel because if the underlying array needs to resize it's not thread safe anymore Few options here 1. Pass dependency of a...
yeah but casting between different sizes should be handled carefully as your implementation is also incorrect I'd cast 1 byte span to long and...
Should be easy to implement (didn't test the code): [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Span<TTo> Reinterpret<TFrom,...
It looks like Run() is used for debugging, immediately running jobs isn't the purpose of the job system anyway. It's probably unsafe but they...
https://docs.unity3d.com/Packages/com.unity.jobs@0.1/manual/scheduling_a_job_from_a_job.html Jobs can only be scheduled/completed on the main...
Hi, I've been considering integrating ECS into our existing game. So far we've been using Job System but without ECS things aren't flexible...
Thread 15 Crashed:: tid_14403 0 Unity 0x106bc080c block_merge_next + 120 1 Unity...
We're using URP
After enabling Strict Shader Variant Matching, I'm getting multiple errors about not found shaders. Let's go over one example, "Shader...
Bundle name doesn't matter, I didn't know it affected the resulting bytes but we can use the same bundle names. I don't understand why the engine...
Yes its actually blocking multiple of our projects as we're using a shared asset solution for all of them. Currently we don't have a nice...