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I have a situation in which it would be useful to store a buffer of data, per chunk. But chunk components only support IComponentData, not...
Worth noting that the Unity team seems to be promoting ISystem as the default way to work, always. Going forward, they recommend using SystemBase...
Also, Entities.ForEach is not supported at all in ISystem (or it won’t be in the final 1.0 release). It looks like Unity it moving away from it...
You’ve got it - the main benefit of ISystem is that its OnCreate(), OnDestroy(), and OnUpdate() methods can be Burst compiled. Especially the...
If two different jobs work on two different component types in parallel, is it thread safe for those jobs to set the enable states of those...
Can't believe I didn't see this. Always right after you post! Thank you. :)
In the following code, I create a NativeHashSet<IntWraper> (IntWrapper being a custom type). I then pass that NativeHashSet into a job, and...
Maybe a dumb question, but why are some Job types greyed out in the Burst Inspector? These jobs do show up in the list of Bursted jobs, but...
Thank you - that's exactly what I was looking for. Really appreciate it - my ability to dig into the 1.0 source code has been limited lately, and...
Unity reworked how Transform data works in Entities 1.0. The old Position, Rotation, LocalScale Components have been removed and replaced by the...
Unfortunately this only works after codegen runs. TransformAspect is the built-in exception. If you try this with a custom Aspect type, it won't...
That is a bummer, to say the least. :( It doesn’t seem like it should be necessary to code-Gen the job to support Aspects in IJobChunk. For...
I can't find an example of how to properly use Aspects in an IJobChunk. Is the feature supported in IJobChunk? The closest thing I've found is...
I guess I should actually test this approach before assuming it's not performant enough. :) Theoretically, if I have enough different jobs that...
But it can't be used in a query to represent "enabled" data.
Thanks for the response. What did you mean by this? Are you suggesting to create a chunk component so large that it's guaranteed to take up an...
I wonder if a cleaner approach might involve something like a ComponentLookup<MyChunkComponent>. You could pass that into a normal IJobChunk,...
I've got this working, and thank you for the advice. However, it seems like this has the potential to be much less efficient, and potentially not...
Found it: https://docs.unity3d.com/Packages/com.unity.entities@0.0/api/Unity.Entities.ChunkHeader.html?q=ChunkHeader Is it right to assume that...
Thank you - I had not heard about this option before: I'm now looking for documentation/source code for this.