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Apologies if this has been mentioned before (can't seem to find it), is there a way to load a SubScene onto a separate custom World? What's the...
I like the Sprite animation vid. I'd really love it if Sprite animations worked for ECS, it's cumbersome translating data back/forth between ECS...
Will there be a way to more easily customize how the Conversion System processes the GameObjects? Besides my own proxy stuff, I pretty much only...
IJobForEach has ScheduleSingle(), forces a single thread. If you use IJobForEachWithEntity, you can use a concurrent NatIveQueue if that works....
In Unity 2018.3.0b6, I also have problems with Unity always setting the target framework to v4.5. It's too much of a pain for me to go and change...
A simple BoxCollider doesn't respect the Sprite's transparency though, right? A big rectangle wouldn't be accurate enough, since I'm trying to get...
I'm struggling with trying to be able to click on Sprites in my game. I can use a Polygon Collider which will fit the sprite image so I can...
It'd be great if Worlds can run on separate threads, right now I have two main Worlds - one World that helps render / communicate with Unity, and...
I had similar problems with missing assemblies / dependencies, on Unity 2018.2.8f1, with Addressables 0.3.5. I was able to add Unity.Addressables...
I'm sorry, I'm not sure what ComponentSystem.Update() does. The only one I can find documentation of is OnUpdate(). Does the one you mentioned...
I've been fond of the ECS design pattern for years now, but I'm having trouble understanding how to use Unity's version of it when it comes to...