A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Short update: the second approach works right now. It might not be the easiest, but it does its job for the time being. ¯\_(ツ)_/¯
I am currently attempting to integrate dear imgui into my project and was nearly successful - basically the window that I inject is actually drawn...
In my current project I have split the codebase in usual managed C# scripts and native C++ code. Instead of adding the native DLL as an asset (aka...
You can only query against 4 components if you use IJobProcessComponentData which sometimes might not be enough in more complex situations...
Since I am experimenting on a project prototype that I want to rewrite from scratch right away using pure ECS I'd rather not use to-be-deprecated...
@Vacummus Just a minor note: I though the injections and ComponentArray as well as ComponentDataArray are going to be deprecated, aren't they?
Does this actually imply that I can't use any chunk based queries when I'd like to access components such as Animators and Colliders? Neither...
I can't find anything about IJobChunk. Do you mind referencing a short sample usage?
Previously I have been trying to implement as many systems using Burst compiled jobs as possible which resulted in neat and concise code like...
ECS allows usage of a Hybrid paradigm where you can refactor existing code step by step if you so desire. Since ECS is highly bleeding edge at the...
Unfortunately I don't have and infos or tips but would like to chime in into the discussion with a short story. A few months ago I decided to...
I have a quick question since I have been using a EntityCommandBuffer.Concurrent created by BarrierSystem.CreateCommandBuffer() for...
Try not to use static variables and make them local and inject the corresponding system. @5argon might have more inside on that topic.
EntityCommandBuffer.AddComponent(entity, new TagComponent());
Since Animator ist not an ECS component, you have to add it to the underlying GameObject as usual. Either via inspector or in code.
Refer to this comment
In Hybrid ECS you'd leverage PostUpdateCommands in your non-jobified OnUpdate: PostUpdateCommands.RemoveComponent<FooComponent>(entity);
At the moment the methods for the Animator class are not thread safe. For the time being I have a bandaid workaround until the devs release an...
Pushing this in the hopes of knowing whether someone can confirm this and whether Unity staff is aware of this bug.
[DeallocateOnJobCompletion] seems awesome - I was completing the job manually in the first since it wouldn't allow me to dispose the array...