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For those curious, here is a simple version of a script that repositions your baked entity to whatever LocalTransform you applied to the loaded...
Thank you very much for this in-depth explanation. It is true that pre-1.0, I was using runtime conversion quite extensively, and likely failed to...
Parsing that paragraph took some effort. Here's what I gathered from it: When I LoadSceneAsync, it creates a Scene Entity with a LinkedEntityGroup...
If I understand this documentation correctly, I'm expected to bake all my prefabs on game launch, hide them from the player, just to instantiate...
Sorry, we should probably clarify before moving forward in case my workflow is completely off track. Basically, I noticed that when I put a...
Turns out the SubScene MonoBehavior has a SceneGUID and works well with LoadSceneAsync, so I was able to load it using SceneLoadFlags.NewInstance...
From my understanding, when i instantiate a GameObject with a subscene component at runtime, it allows the game to convert all GameObjects in that...
I'm a big fan of using "Spawner" GameObjects, which, in my case, are GameObjects with a SubScene component that contain authoring components for...
Found the problem. It had nothing to do with Jobs, but with adding a LocalTransform component without defining Scale, setting it to 0 instead of 1.
[ATTACH] When using ConvexCollider.Create outside of a job, it works fine. But when I do it from inside a job, the vertices seem correct but the...
I'm getting this error at line 4 in this instance of using this method now. This wasn't an issue in 0.51....
I also am starting to get a grasp on singleton entities which can really help streamline interactivity between systems. I guess my real question...
You're welcome! Unity documentation is exhaustive, but I always found the lack of anecdotal examples the most challenging part of learning this...
I made a static method in a system for a method I need to access from other parts of my code. I was wondering the following: 1. Does this work...
You might be interested in RenderMeshUtility, which is designed specifically for creating, editing and assigning runtime meshes to entities....
Instantiating a GameObject with a ConvertToEntity component from a "parent" GameObject's Convert function does not work After debugging, it looks...
I knew about GetPrimaryEntity but the documentation made it unclear as to how to use it. This resolved my issue, thanks! [SPOILER]
I would like to convert a Gameobject to an entity, but it depends on another GO being converted beforehand. As this creates a race condition, I...
I know about getting the World's EntityManager and polling the Entity using it, but I try to avoid doing that in an Update loop as I was told it...
Hello I have a simple GameObject being convert-and-injected into an Entity, and I would like this GO to read data from the ComponentData attached...