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It seems like you have some sort of large city builder with many agents navigating between fixes points. People usually take two different...
Ironically, SIMD is only portion of the benefits. If you just follow data-oriented design and keep it modular, the CPU can just do so much more....
I look forward to more updates :)
Wow, mixing all the new things!! Very cool!
Very cool. And those have Lua integrated with DOTS. Thanks for sharing.
Hello everyone! It is great to finally meet some of the insane talent behind these tools. Just wanted to show my deep appreciation to the team...
What a time to be alive!
100%. I would have purchased the asset just for the fixed math xD and I know us DOTS Devs working on Sanctuary have been curious about exploring...
Awesome work, this looks really efficient!
Awesome work! I could totally see this being a full fledge games!
How I see it, if you have entities with just one float component, they should not be entities. Instead. they should just be represented by data....
Right, sorry for my ignorance!
ISystem allows easy access to main-threaded burst-compiled code however if we need burst-compiled code that is run outside a system, or doesn't...
At the end of the day, you spend less instructions in SOA than AOS so unless your compiler is very dumb, AOS should end up faster. I implore...
I don't believe this is the main reason why SOA is faster (although, like you say, if you don't use 2 of the three floats, you can lose 2/3 of...
Hello my fellow DOTS. I have been working on a small prototype to explore just how far I can push jobs and burst. This is the results from one of...
Hello, I have been trying to understand how the particle array is managed when particles die. I firstly use Emit() to manually create particles...
Just ran into this problem. I was able to fix it because you can now run main threaded jobs: #if UNITY_EDITOR //Just a NativeList<(int,...
Adding to what eiznehorn said, I am sure there is also a solution with curves and using geometry shaders. This limits you to specific hardware but...
I see, thanks for the replay. I went with DrawMeshInstancedIndirect because I did an informal performance comparison and DrawMeshInstancedIndirect...