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I wasn't really using TMP, just wanted the glyph info. My hack-around was to copy the relevant data into a ScriptableObject via an editor script....
Another "Something went wrong" error. Having this class FontRef : IComponentData { public TMPro.TMP_FontAsset Font; } anywhere in the project...
It works, but is incredibly unreliable and tends to break and reset to the default (only the Assembly-CSharp project in solution) whenever you...
There was a bug in Entities 0.2 that caused the Convert And Inject to destroy the object instead. It was fixed in Entities 0.3
Building the project probably created a .dll in the package folder, which Unity then picks up and imports - hence the duplicated type errors. As...
The new (post-0.1.0) ForEach is more or less: var query = PrepareQuery(); var entities = query.ToEntityArray(); foreach (var entity in entities)...
Pretty sure this is by design. DynamicBuffer is a pointer to an array (usually stored inline in the chunk). When you add the Tag component you...
How would you get it into another context? (you can't store a ref into persistent storage, both ref variables and ref structs have to live on the...
Because the operator[] on NativeArray<T> (same for List<T> etc) is a method that returns 'T', not 'ref T'. The built-in array T[] is somewhat...
You can check query.IsEmptyIgnoreFilter
I would probably add CorrespondingDisturbance to the source and split the query into two - one with the component, and another without it. Then...
An afterthought (I can't edit my post for whatever reason): these jobs should probably be scheduled from separate systems. _sourcesWithoutTargets...
1. Use ComponentDataFromEntity<T> for cases where you have this kind of Entity->Entity relationship. 2. Try to solve parts of the problem by...
UnityEngine.Quaternion.Euler is ZXY, not XYZ. Docs: https://docs.unity3d.com/ScriptReference/Quaternion.Euler.html
My (rough) rules of thumb: Is the value the same for all places it is used, and never changes? -> use const Is the value the same for all places...
Neither const nor static ever go into chunks. Const values are inlined wherever they are used, and static variables live somewhere in the managed...
@Init33 Are you by any chance storing an entity you got from EntityCommandBuffer.CreateEntity()? These are not actual valid entities, and can only...
All the *Wrapper were renamed to *Proxy in Preview 24.
The group is there to ensure you only process MoveVelocities that also have UseGravity. You can use arbitrary filters in the group, the job...
Uh, a typing error in the example, the group was supposed to include typeof(MoveVelocity), not typeof(Position). Edited. Apologies, @jwvanderbeck...