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@cort_of_unity, I'm sure this isn't the first time somebody's compared your portrait to Crocodile Dundee, but my point is this: every time you...
I've tried one (sngdan's) of the implementations from here, with significant success:...
Consider this chapter, specifically: http://www.dataorienteddesign.com/dodbook/node5.html That whole book consistently helps me reorient myself...
Entities consist of an Index and a Version; they have their own Equals(Entity) override, so can be directly compared....
I'm not sure, but I certainly believe you can invalidate your query between when you create the commands, and when they play back.
I'm not sure how you plan to implement that: if mods can add meaningful skills to the game, how do those same mods add the systems that will be...
Why do you not just assign skills as components on character entities when they have achieved a nonzero level of that skill? Saves you the memory...
I think you need to reconsider how you're building your entities to achieve what you want: take a look at the conversion workflow; that should...
I'm going to assume that this material is present on the render mesh of the entity that the raycast hits. I can quickly think of two circuitous,...
I'm not sure exactly about your stated case: lots of missing information; when do the systems update? I do believe can do something like this:...
@rsodre, you shouldn't update a system just to see if it's going to schedule a job by calculating some query's length: you simply...
You could utilize the system update order to gate structural changes between dependent systems (as long as those systems are in a following...
https://forum.unity.com/threads/update-systems-at-fixedupdate-frequency-with-new-apis.657565/#post-4721600
Yes. However, I believe they intend to eventually resolve that issue. I don't think it's unreasonable to make significant use of the...
Instantiating a prefab using an entity command buffer is definitely burstable; so is destroy entity.
ComponentDataFromEntity has good uses, but I find that most of the time EntityQuery is a better way to constrain job processing based on the...
ComponentDataFromEntity<T> has a .Exist(Entity) method that will tell you if an entity has that type of component....
The performant way to do that is to query for that specific component and then use a batch command like:...
You get SCDs by index, so the best way to access them is by their chunk: https://gametorrahod.com/everything-about-isharedcomponentdata/
I want to store Input.touches in a DynamicBuffer, but when I call DynamicBuffer.CopyFrom(T[]) with the parameter being Input.touches, I get an...