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Thanks @s_schoener for explaining the issue and its solutions in detail. @tertle in your opinion, what would be a reasonable upper limit for the...
Thanks for the bug report, we just made a fix. It should go out with the next version of Collections.
Hello there. This is a known bug in all C# debuggers, and does not affect how NativeString64 works at runtime: any struct that contains a fixed...
Given that a float is 4 bytes, and a cache line is (usually) 64 bytes, as long as each chunk contains a multiple of 16 entities, traversing...
Storing X, Y, and Z in separate components, rather than in a float3, makes it possible to process only X without also pulling Y and Z into the...
InternalBufferCapacity refers to the number of Buffer elements that is stored inside the Chunk alongside all the other component data. If any...
Even in a single ECS system, on many platforms the CPU thread that runs the system is likely to already exhibit some instruction-level parallelism...
This is a complicated subject, and details vary wildly by platform and device. The goal is not generally to make your data have an overall size...
Bigger chunks have greater economy of scale and less overhead when almost full, and smaller chunks waste less memory when almost empty. We may...
What you are doing is not supported by the Burst job compiler, which is what makes jobs run dozens of times faster and consume a fraction of the...
Entity.Index and Entity.Version are each 32 bit numbers. There are only about four billion unique values for Entity.Index, and therefore no more...
tl;dr: There is no hard restriction on the size of code in an ECS system that is enforced by ECS itself, or by cache hardware. Devices that can...