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Hi So i think i actually managed to do it and it works but i just wanted to ask if this is the correct way to do things This is my writer system...
Any documentation on how to use 'new' NativeThreadStream (where we dont need ForEach index i think) ? I am dumb so i cant understand what to do...
You can put FixedString into a struct IComponentData, you cant with NativeString since its not blittable
Hello I can't select ListView items, when i register MouseDownEvent on items and debug a log, i can see the log so that means clicking on them...
Oh also i forgot to ask, does it work with Unity's localization package ? Thanks.
Hello I am thinking of buying this but i have 3 questions about it. Is it possible to use this asset for UIElements Runtime out of the box ? If...
Alright i figured it out, it was because of the Simple Camera Controller script, i removed it and it works fine now *Awkwardly moves on*
Hello I am trying to make a raycast system to move my character around. I put Convert And Inject script on my camera gameobject and put...
Getting the same :( I was trying to use it to make a primitive render culling system but since it cant be burstable its basically useless as it...
i have the same problem, were you able to fix this ? or you stick with AddComponentObject way ?
Imo, let Unity handle dependincies, you can chain jobs, if your 2nd job depends on 1st job, 2nd job wont start until 1st job is finished, can help...
I am not a pro, but creating entities(structral change) causes chunks to be re calculated, thats why it is being done in main thread.
Hello, thanks for this great asset^^ I am having an issue, i am trying to write to an event from TriggerJob but since there is no way to get an...
This happened to me as well, your EndframeSystem is waiting for a job to finish, if you look at Hierarchy mode you can see what job its waiting for.
Hi Make an authoring component and add CopyTransformToGameObject to your entity, and make sure your entity conversion mode is Convert and Inject.
You could check out the Shared Statics from burst documentation, it basically provides you a "global" variable that can be read/write from a...
You can still do IJobParallelFor inside your system, but you have to manually handle dependency. so Dependency=new...
do .Dispose() on BlobAssetStorre once you are done with it. If you are doing this on a MonoBehaviour, note that there is a bug that disposing a...
your IComponentData should be a struct, not class.
Hi. What i would do is: I would have a Tag component which lets say called "OnTheMove". I would make my movement system run when both...