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.
No exact ETA for 0.11, but we've branched off and began testing the release, so keep an eye out for it soon!
Thanks for the report! I've found the issue and put in a fix for Entities@0.11.0.
In progress. Don't have a specific date/version #. *Soon* is the best I can do :D
Yes this looks like a bug. Adding this to our internal tracking.
This is a bug. IJobForEach.Schedule(ComponentSystem, JobHandle) *should* always return an EntityQuery that matches exactly, but it seems like it...
Unity ran a 24-hour game jam with the Serbian Games Association that was 100% DOTS projects and it turned out to be a pretty big success! Most of...
It's difficult to tell what the problem could be without a repro project. If you're comfortable uploading one, I can take a quick look!
You can use Entities.ForEach for this inside of a ComponentSystem. Here's a code example: Entities.WithAll<EcsIntElement>().ForEach((Entity e,...
I'm currently working on adding overloads to IJobForEach (previously IJobProcessComponentData) which will allow accessing buffers from those jobs....
Entities with ISharedComponentData that have the same value will be grouped together in the same chunks. The important thing to understand about...
OnUpdate(). ComponentDataFromEntity requires the version number of the system for safety checks.
For now the right solution for this is to use ArchetypeChunk.GetSharedComponentData(...) to do this. Unfortunately ISharedComponentData in jobs...
The plan is to provide overloads for IJobProcessComponentData that allow the use of IBufferElementData. No ETA on this currently, but it's on our...
There is also a ToComponentAray<T>() coming down the pipe which will create a T[]. Will likely be in this week's release (0.0.24 I believe). As...
Also as far as ToEntityArray()/ToComponentDataArray() etc goes, these functions are copying data from the chunks. This has a cost associated with...
You can use ComponentSystem.ForEach to access Components and ComponentData from a main thread ComponentSystem. An example of this can be found...
Good news everyone! CreateArchetypeChunkArray will support filtering in the next release!
Regarding BarrierSystems, you can still use them without injection as kork mentions by calling World.Active.GetOrCreateManager<SomeBarrier>(). You...
We're still working on the right replacement for TransformAccessArray. It'll likely be the last of these APIs to be officially deprecated. If we...
Which APIs are being deprecated? [Inject] ComponentDataArray SharedComponentDataArray EntityArray BufferArray ComponentArray GameObjectArray...