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You are supposed to use math.select to avoid branching in burst. Though based on your results in this case burst might be smart enough to compile...
Since float3 implements System.IEquatable<float3>, i would just write !lookVector.Equals(float3.zero) as it's more readable than playing with...
I understand the difficulty of automatically detecting all the used types but would it be possible to have an editor script callback where we...
You could use different values of ISharedComponentData component to divide the calculations. That way you don't have to sync your array if...
Calling Dispose for the container causes compiler error but i think you don't need it as the temp containers are automatically disposed after the job.
Calling Update manually for each system handles dependencies just fine. I think the automatic world generation just uses dependencies to determine...
It would be great to be able to somehow specify a modifier at IComponentData level so that any archetype with the component would...
I have the exact same issue. I debugged it a bit and it seems that dependencies are correct and everything is run in the right order (second...
You can actually simplify that to: rotationAngle = smoothstep (0f, range, clamp (distanceFromAxis, inner, outer) - inner) * angle; I think it...
Standard implementation of smoothstep (in any shader language) is: float smoothstep(float a, float b, float x) { float t = saturate((x - a)/(b...
If you are using entities preview.15 adding empty components using command buffer causes data corruption. "Selected" is probably an empty tag...
I like to think that math.select is analogous to math.lerp as you basically just lerp with 0(false) or 1(true) so it's more important that those...
I think GC happens just because of the safety checks inside the containers. If you disable them or make a build they are gone.
It's not just syntax sugar. When using EntityCommandBuffer from jobs you often run multiple systems before a single barrier that playback the...