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.
This is based on the time to collision avoidance described in GameAI Pro2. Can't attest to the quality, it doesn't work well for my situation and...
EDIT: Yes and there is no performance difference as far as I know....
I use a MonoBehavioube but you may be able to use just the authoring component with a reference to the child transform. After conversion of the...
NativeQueue would work.
I've turned to using either NativeArray of structs or Entities with DynamicBuffer as are the best practices so far. I have an AABB tree as a...
using Unity.Entities; using UnityEngine; public class AlertedAnimationSystem : ComponentSystem{ EntityQuery anim_group; protected...
You can get the same functional effect by storing the Entity created in your own AuthoringComponent on a separate monobehaviour after conversion....
You could try creating a prefab and using IConvertToEntity and InjectOriginalGameObject ticked. Then use dstManager.AddComponentData(new...
I think adding a navmesh obstacle component to the walls is what you want to do.
Yes, you can view the entity debugger to confirm.
I can confirm that this works, updating unity and using the appropriate version of navmeshcomponents from github fixed my issue.
I get an exception "The start location doesn't belong to any active NavMesh surface." despite the position being queried clearly living on the...
Thanks, I will try this.
Are you familiar with the UtilityAI? I don't see a more efficient way to score a decision, you are still going to need to have an identifier for...
There's a Detection System that keeps track of eight eligible targets in DynamicBuffers. All actors score decisions in a single...
My implementation is also based on Dave's Infinite Axis, I'm enjoy its performance and extensibility right now for individual behaviors. I...
I need clarification on using the NavMeshSurface and the experimental API with different agents. It seems as if only the Humanoid settings are...
Can give some insight as I have been working on a 3rd person shooter w/ ECS for some months. I'm using Utility AI and plan to explore implementing...
The check on a float3 needs to be !vehicleData.currentWaypoint.Equals(float3.zero) or similar
You don't need to use ECB in order to interact with the buffer as you want. There are methods to do what you want like...