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A very interesting thread, @PhilSA could you share the benchmark code, I would like to test out some approaches and compare them to your methods....
Oh, that's a good one. I'll test my approaches compared to this one performance wise. It is basically the switch case approach from my post, but...
The idea here is to find a standard way to use OOP-like features when there are needed and are the best tools for job, without taking additional...
Sorry, for necro, but I always thought that polymorphic behaviour is the best solution for a wide variaty of problems and I thought that it is a...
Wow, after some time away from dots wanted to start a new pet project on it. Sad to see Unity ECS in such a state
So I'm designing a character creation tool for an rpg game, often I need to present for a user a list of options available for selection, for...
I'm playing around with character controller from samples repository and notice that 99% of the time it spends checking if the controller is...
I'm thinking about having around 15 moving objects on the scene and create a custom controller based on ray/collidercasts for them so that they...
Hey, Thread subject pretty much sums it up. I don't need complex physics solver for my use case, simple raycasts and collider casts should be...
Well actually it would be rather different, it would be much more self-contained - the character class would actually contain its "aspects" and...
Of course I'm not gonna log in the system that calculates stuff, it is a bad idea both in OOP and in DOD, but there is a requirement to have a log...
Okay people, thank you for all very good points, the thing is I kinda know them already, the hard part is when I want to apply the ECS principles...
The way I see it there is no good way to implement d20-like turn-based combat logic using ECS paradigm. Here are my problems: 1) the systems are...
In my experience (albeit I don't have a lot of it) with Unity ECS, adding and removing components is extremely expensive, as well as creating...
I'm thinking about civ-like game and wondering what is Unity ECS approach to store the tiles. One way is to use Shared component with position...
That would require you to sync access to that variable from multiple job threads, and avoiding manual synchronization is one the corner stones of...
I did not, I'm not sure whether it is applicable here. I need to research it more.
I have no interest comparing creation of GameObjects with creation of Entities because that would be comparing apples to oranges. All the systems...
It says that it is non-deterministic in the comments, my guess that non-determinism is in the order in which entities are created in different...
Using EntityManager directly doesn't resync injected groups, it invalidates them, that is why I copy all the received data before I use...