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To be fair, if the general expectation is to get a step by step detail explanation of how to make a polished and finished game with Unity DOTS,...
Thanks, this interface does not exists in 1.0.16. Glad there is an option for newer versions.
Hi, I'm using a MonoBehaviour to handle the sub scenes loading and unloading an I keep references to the subscenes through the inspector with a...
The system should require for update a singleton entity that is created by the code loading the assets once the assets are loaded.
Ho, I did not know that. Thanks for the explanation @Spy-Master & @DreamingImLatios. Although this CollectionHelper.CacheLineSize seems to be...
I think it depends on the cache line size, component size and chunk capacity. The cache line size is defined by the CPU and as nothing to do with...
Not really. The cache line is a fixed size memory that is fetched from a start point. Assuming your entities just have position and speed, they...
Yes, more detail in this video [MEDIA]
For some specific scenarios yes https://docs.unity3d.com/Packages/com.unity.entities@1.0/api/Unity.Entities.ExclusiveEntityTransaction.html
Just a clarification. You are not spawning the entity in the job. You are registering a command to instantiate an entity later on. The...
Your ECS system should create a singleton entity with a dynamic buffer. Your mono behavior can query the singleton entity and populate the buffer....
Your enum is not a component type. You should encapsulate it into an IComponentData.
If I may, I cover lot of these in my tutorials on YouTube. DOTS Master Class 2024 [FREE]:...
Will you submit it to the Community Challenge organized by Turbo ?
I could see a use case for components being internal if they were used as part of an aspect that is public.
I don't know what was your target audience but as mentionned at the end of the session, there are already quite a few good ressources out there to...
Hi, Here is my feedback, it may sounds harsh and I'm sorry for that. I don't want to sound like I'm putting down Unity and their amazing dev...
Given the comment in the unity physics package, it seems like bug. If the aim is to not have the parent component they should use the World space...
Sorry it's not your question but I feel you are going down a wrong path. Can you explain to me how does spawning the subscene from a game object...
Thanks