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I see. Then you use FluidRestriction.Input and FluidRestriction.Output to access the AreaGas component: public ComponentLookup<AreaGas>...
How do you determine if an AreaGas is input or output? Is it a boolean flag? Or another component?
You can write data directly into a ComponentLookup but it's not safe as multithreaded if you can't guarantee that you're only writing to one...
I see. If both have the same query and they run right next to each other, it shouldn't be a problem.
I don't think so. The query index will differ whenever you destroy entities included in the query. You shouldn't rely on this being consistent....
What version of entities graphics did you use?
I discovered on reddit that you can filter games on SteamDB that uses entities. UnityEntities SDK · SteamDB There are more than 400 games and...
I used 1.2.0 but it broke the Entities.Graphics.
Not sure if it's already posted: Final Factory. [MEDIA] Source
You need chunkBaseEntityIndices in order to calculate the correct EntityIndexInQuery. There's no other cheaper way that I know of. Generally, it's...
I wanted to try it in a test project but the Upgrade button is missing. I also tried updating manifest.json manually. It does get the new version...
Probably. Always check the profiler. Maybe having child entities is already good enough. You can run a job that collects these render bounds on a...
Getting a component If component is on the queried entity, include the component on the query (or on the parameter of IJobEntity) If component is...
Does SharedStatic impose write rules when mutated in multiple threads?
But why wouldn't you want to iterate by chunks? It can also be executed in parallel?
Also found this. Says it's fixed on 2022.3.23f1.
I am also investigating this, too. Do you load/unload scenes in async?
Here's an article for instantiating prefabs if you want that.
Nice! No upgrade changes needed.
I barely use IJobEntity but it should be the same: public struct SpawnJob : IJobChunk { public Entity prefab; public...