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We've confirmed the hang fix and have landed the changes in the upcoming releases of our LTS and Tech streams. You can find the fix in:...
Copied from my response on Discord: We have some internal plans on exploring this area, however there is no timeline for it since there is a...
Using Burst 1.8.8 (earlier versions might incorrectly strip some non-AtomicSafetyHandle based safety checking functions) DOTS users can define...
The fix will be in 2022.2.21f1, 2023.1.0b16 and 2023.2.0a14 All the best, Kev
Thanks, we've found the issue and have fixed it but it will be require a new release of the editor. Once I have the fix version I'll post back...
Thanks for providing a repro project. We'll take a look and report back.
@pbhogan Indeed we are aware of the issue and plan to address it but I sadly don't have an exact timeline I can give. We do want to provide better...
Hey hey! Thanks for the project and report and apologies no one has responded in such a long time. You'd be surprised to know that Unity does...
If the dlls are found before TypeManager.Initialize is called, we will load those dlls and find all the relevant ECS types. However once...
The "Leak Detection Level" native leak tracking was broken sadly and has not been fixed in the engine until 2022.2.14f1. However, with the engine...
Hey hey! We don't have a direct plan to take on this work but we do intend to remove as many barriers to allowing ECS code to be bursted so it...
Thanks, this was indeed a regression but should be fixed and available in 2022.2.71. All the best, Kev
> I haven't fully implemented all the features I want in NPCs so should I switch to DOTS and ECS right now? It would be good to look at why it's...
Ah you're correct. We have fixed this internally already but have not yet pushed out a new release for you to consume. We'll fix up the docs but...
It's hard to provide a number for this type of question as there isn't really one, but I'll provide some info that hopefully is helpful. DOTS can...
In isolation, producing the data you need directly into a container and then consuming that container in another job will have the least overhead....
You're correct the AddJobHandleForProducer call is indeed to ensure that we wait for all jobs writing to the ECB to complete before we start...
Thanks! Looks like the documentation is incorrect, we'll fix this up. NativeMultiHashMap was renamed to NativeParallelMultiHashMap to better...
Sorry if that wasn't clear, no you do not need to manually update collections. com.unity.jobs will no longer be released -- 0.70.0-preview.7 is...
Unfortunately you cannot constrain how many workers and/or which worker threads are used for a particular job when scheduling currently. One...