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It's been a while since I've been able to publish an update so I've decided to stop selling the asset and make the project open source. Here's a...
I updated my ECS packages and not it's working as expected.
I have an authoring component with some helpful gizmos and handles for setting values so they line up with the geometry of the scene. When I move...
@cg_will No estimate. The primary hurdle at the moment is figuring out how to maintain the DOTS workflow now that IConvertGameObjectToEntity has...
@meeth_ That's just a strategy for bridging the two systems. If you wanted your agent to perfectly follow the Nav Mesh you would just use a Nav...
I'll need more info to diagnose this.
They're different implementations. They should behave similarly but may not be 1:1. Also some Steering Behaviors haven't been implemented for DOTS.
Not explicitly, but you could have an invisible nav mesh agent acting as a target for the Seek Position behavior.
No but you could theoretically implement a Steering Behavior that does this.
Look at the Player Control Demo as a starting point. Use the Flee behavior to get the sheep to run away from the player.
Increase the buffer zone of the FlockBox and the weight of the Containment behavior until they don't collide with the sides.
@Onat-H It's currently in development but I don't have a release estimate yet
@lclemens It could potentially work. You would need to modify the systems that apply the calculated velocity directly to the LocalToWorld and...
@CodeWiesel I am planning to keep supporting new versions of com.unity.entities into the future, but 1.0.0 is still experimental and currently...
@XyrisKenn Go to FlockBox > Import DOTS Packages to open this window for the most up to date packages [ATTACH] Also note that as previously...
@PixelSeeker Thank you for the compliment :) 1. The FlockBox has a "Sleep Chance" parameter under Optimization, which controls how often...
@Frpmta I wasn't able to reproduce this on my end, but I did find a couple forum threads with similar error messages....
@Noomnahor I suspect there's a bug in Unity's hybrid conversion system that's causing these errors. You might be able to circumvent it by setting...
@AntLewis I would check the slope in TerrainSteeringAgent.UpdateTransform and use Agent.ThrottleSpeed to slow them down as it got steeper. For...
Having the same issue.