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Will the Systems window be able to display sync points as well? Being able to see where sync points are being triggered without opening up and...
I used this blog post to learn about conversion: https://gametorrahod.com/game-object-conversion-and-subscene/ It's very wordy because there's a...
[GenerateAuthoringComponent] does this - if the component has an Entity field, the authoring component will automatically have a GameObject field,...
That has fixed it for me on VS Code too, thanks!
I've updated to 2020.1.0b1 and updated all related packages, including Visual Studio Code Editor to 1.2.0. I'm now getting some weird intellisense...
@Opeth001 In addition to everything you've done, you need editor version 2020.1b3, which is not released yet:...
I had looked at the terrain stuff some time ago and figured it wasn't quite ready yet, but I'll have another look. Definitely still interested in...
One thing I'm going to support eventually is randomly generated mountains - I don't need them to be created in a single frame or anything,...
I am converting some of my older code over to using the GameObject conversion workflow as a way to learn it. One of those parts of code would, in...
That's my understanding, but perhaps he means that the change has been made to enable a future fix. @SebastianAaltonen ?
What version of Hybrid Renderer package are you running? The latest version is supposed to have resolved this chunk fragmentation problem,...
Is this talking about dependencies BETWEEN systems only? Because within a single system it seems clear that jobs without ECS components are...
I found the same thing while updating my project the other day. For now I've added RenderBounds manually when I add the RenderMesh component,...
Is SystemBase intended to replace ComponentSystem as well? Or only JobComponentSystem?
One thing I do often in my very basic Entities-based Event system is attach buffers to the event entities. Since that's not possible here, is the...
I seem to be able to get around the issue for now by splitting it into two separate jobs, but it'd be great to know why this is happening! result...
I have two IBufferElementData of the same type on two different Entities. When I try to pass them to the same Job, Unity complains that they're...
Returning true means the index is appended to the list of indexes (if using ScheduleAppend) or the item is kept in the list (if using...
Thanks, you've saved me again! I had no idea IJobParallelForDefer existed, everything works perfectly now. Documentation on how to use what?...
Ah thanks for the explanation! To be honest I didn't really understand what a deferred array was doing, I had just copied an example that worked...