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Yes mate! handsome!
Hi, It's long time ago (~a year) where the first guys asking for EntityManager async contents serialization (per scene, or into an .asset file,...
I also prefer any global ecs tool or script that does easify the process to load and save game objects sets into the em quatum1000 described.
Yes must admit this. Fairly enough for our needs. Cool!
Thanks for trying to help. Unfortunately your blog about the ECS serialization is interesting to devs that already know about all the stuff...
Oh thank you! But seems not in my range of acknowledge currently about ecs. An easy example to handle this would be absolute great. Just...
Thank you. Seems to use an entity manager directly and add components of transform and mesh but didn't find any methods to store and restore the...
Hi I'm working on an complex engine simulation. Before starting to use ecs I'd like calculate all complex parameters and relations in a common...
Oh I like this version a lot more than the real version. The real version looks too overdozed.:)
Another simple idea to prevent culling mesh renderer > shadow casters. Not sure if that would work for your system. Think about an basic building...
1) Does you scripts use other threads? In the past GPUI has used for the shadow casters the result of HiZ culling and all objects withing the...
Did you measure the time in update and and call the CoRoutine? Thank you.
Hi, I ave some important questions. I build up a world where I use SceneManager.LoadSceneAsync(newScenePart) if the player reach another area in...
This is real cool stuff. Do you think that would be possible to receive Midi events from the midi driver in Unity and send back? Another...
Interesting stuff.