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I guess I don't have enough experience to argue too hard, but it seems to me the crate system is brilliantly designed. It couldn't be simpler to...
Bevy is really cool. It seems to have a really passionate (although tiny compared to Unity of course) community. There's about a million reasons...
By building an inventory system that uses monobehaviors, gameobjects and inheritance you are essentially giving up the ability to easily get any...
I saw in another thread that command buffer should be getting nativearray versions of instantiate in the next release.
If you use a command buffer you can only instantiate one at a time. With EntityManager you can instantiate many at once with overloads using a...
For this to work as written you'd have to ensure the AIMovement component was added by some other conversion method before this system runs.
For attaching monobehaviours to entities you should use hybrid components....
Ideally this is true, but in order for our data to be compatible with jobs/burst we can't use typical oop solutions. It's not even about...
Add the [BurstCompile] attribute to your job struct. Use the Unity.Mathematics types (float3, etc) in jobs, burst can optimize better with them....
You should disable safety checks and leak detection when profiling. That's what the pink bars are, thats time wasted on editor only safety checks
In the example they're using a reference type (a ui image) - as silly as it sounds you don't use "ref" or "in" when capturing a reference type in...
As noted above, that example is not a great one, the buffer isn't actually doing anything. But you're not wrong - the API is a lot to swallow and...
Worth noting that there's more to consider than just the overhead of scheduling the job. By accessing a component on the main thread you're...
Very cool! Nice to see such a polished dots project and open source no less.
You're right, in the docs they only have it on the execute methods. In the samples they have it on the structs themselves. Maybe there's no...
Looks nice! I'm wondering why you don't have the BurstCompile attribute on your write and copy job structs? I could be wrong but I don't think it...
That function has an overload that takes a command buffer. That's the point. There's a ridiculous mess of components involved depending which...
https://docs.unity3d.com/Packages/com.unity.rendering.hybrid@0.11/manual/runtime-entity-creation.html
CopyTransform behaviours have been more or less replaced by the concept of hybrid components. Use those instead. That being said, using hybrid...
So for a few versions of burst now we've been able to use UnityEngine.Debug.Log inside bursted jobs. It's really annoying to have to disable burst...