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I had a look at the Profiler data. And it turns out that the worker threads completed before the PlayerLoop was done. So I multithreaded, but...
Burst is already enabled.
Heya, so I've created a random movement system for a project: using Unity.Collections; using Unity.Core; using Unity.Entities; using...
They were grey icons after I got it running: [ATTACH] I simply deleted the prefab in the assets (So it doesn't exist in the file explorer) and...
I removed the prefab the object in the scene referenced and just added the agent to the scene without prefab. They spawn now. What the heck?
This: [ATTACH] Is the output of this: (Which I added to the SpawningSystem) int counter = 0; foreach ((LocalTransform...
I reference the agent gameobject in the subscene.
Also, all entities seem to reference the initial "Agent" prefab. Every time I click on one, the initial prefab is highlighted. But they all have...
And yes, all entities have different positions, and I am on the latest version of entities.
Maybe because you're missing the settings object. I created an empty object in the scene hierarchy, and added this script: using Unity.Entities;...
Added the component: using Unity.Entities; using Unity.Mathematics; using Unity.Transforms; public partial class AgentSpawningSystem : SystemBase...
I changed the for loop to this: for (int i = 0; i < settings.SpawnAmount; i++) { float3 rndPos =...
Hey guys. I am trying to spawn a lot of entities and move them down by deltaTime. There are entites in the entity hierarchy, but the only entity...
Hey guys, I am currently working on a small multiplayer FPS Game using Mirror. Since I want it to be secure and as "Cheater-free" as possible,...