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Components represent data. Some components will be exactly the same but represent different data. That's normal. Let's say your component is...
I have set the mode to Automatic on Hierachy, and Runtime on Entities Hierarchy. This way I don't have to click the toggle constantly and can...
My silly mistake. return from foreach() is actually return from the function itself (what I needed was continue)... Should stop writing code after...
Hello, Is there anything like Debug.Log() for entities inside the foreach loop? I have a foreach with a query and trying to figure out which...
Hello, I've noticed that setting Entity view to Runtime changes the details panel to the entities components view. [ATTACH] That's nice for the...
Seems to be that disabling the Burst in the editor speeds it up a lot. I'm not really seeing any benefit to having Burst enabled in the editor...
Thank you for a very quick reply. It's appreciated. Just updated the Unity editor to the newest minor version. Hopefully that solves quite a few...
Here is the video with me moving a cube with PhysicsVelocity.Linear, and WorldTransform not changing at all....
Obtained 32 stack frames 0x00007ff668bb8ed9 (Unity) ActiveEditorTracker_CUSTOM_Internal_GetActiveEditors 0x00000239a01151aa (Mono JIT Code)...
Yeah, I have noticed a couple of people mentioning Unity.Physics messing it up. Maybe that's the case, cuz I use PhysicsVelocity.Linear to move...
I shall try to explain what I'm doing and maybe we will find the problem in my thinking. I have a gameobject Parent->Child. That's Ship...
I'll try running it with Burst off completely and see if anything changes. Thanks. However, I don't know if that changes any startup project...
You also mentioned Transforms V2. I thought I was going insane... These new transforms are a mess, unfortunately. The more I use ECS, the more...
Hello, Having the entities view set to Runtime at first stops rendering the details panel after the first editor play. Just says there isn't an...
Thank you for your help here. I have used LocalToWorld from the children which contains the world position and it gets updated, so it's not a...
It's the same here. Very slow iteration time. Every change takes a very long time to recompile even with the domain reload flags off. Starting...
Update once per frame would be enough. But it seems it never gets updated in my case, when using Unity's TransformAspect...
Hallelujah!!!! OMG. Transforms which work. I was very surprised that Unity's default Transforms are not working properly... Can't use...
Oddly enough WorldTransform doesn't seem to work properly, especially when physics get involved. Documentation says it's reflecting one thing, but...