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I have proposal and question about NativeQueue. Proposal. It would be nice to have method NativeQueue.ToNativeArray(Allocator) Question. Is...
Thanks. It was easier than I thought.
Hi. I have problems with custom type of keys for Native(Multi)HashMap with burst compilation. Like this: var hashmap = new...
Not sure if this is right thread. It would be cool to have sticky thread like "General ECS feadback from users". But anyway. I have proposal to...
Old method, with DrawMeshInstanced must works very well. I managed to create two rendering systems fully independent to Hybrid Renderer with...
Why I can read and write concurrently to BlobAssetReference in IJobProcessComponentData (I suggest that this job is parallel)? It is awkward for...
Main indeterministic things is IEEE 754 floating points arithmethic. Now there is burst parameters for floating points: [BurstCompile(FloatMode =...
I like new way. As for me I like more explicit code (boilerplate as you say) then implicit magic like Inject (I never use this, when I had...
Now Hybrid Renderer works with this https://docs.unity3d.com/2019.1/Documentation/ScriptReference/Rendering.BatchRendererGroup.html instead of...
My game depends heavy on this hierarchy. So second topic question.
Great news! What about RemoveComponent(), and EntityCommandBuffer with this feature? Update: Ah ok, just notice new update with all answers....
Ok, for now I decided to have two variants with in-job allocation and without. And will try find some bugs in in-job version. And when 19.1 will...
Thanks for reply. Yes I also started think that TempJob is bad choice here. So in theory this can work, but in my code between allocation and...
As a newbie in concurent programing, and because for now there aren't any tool for in-job nativearray allocation, I try to write terrifying code...
Well, new Hybrid renderer API for 2018.3 is mostly the same as it was in previous ecs packages, now it is just separated to its own package with...
Thanks for reply. Yes I have enabled this option in player settings. The problem with setup VS, that I can do that also, as you described, and...
According to this https://blogs.unity3d.com/ru/2018/12/13/introducing-unity-2018-3/ Now we can use c#7.3 features, I'm on 2018.3.0f2, and my...
Recently I used some functionality from PhilSA physics engine, and in recursive function I got exception. However Job works as expected. Also I...
When I try NavMeshQuery.BeginFindPath with custom agentType, I got error: ArgumentException: The start location doesn't belong to any active...
So am I. That's why i used dirty for-loop:). About chunk iteration you can read there...