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yeah, i didn't know what SubScenes are entities by default
Before, when ConvertToClientServerEntity was used, you can choose World/Side, nothing, everything, client, server. Now, with SubScene conversion...
It's pretty easy to do in regular ECS, without NetCode. But in NetCode, entity representing Player spawned from prefab, and...
thanks. but how do i manage which world it uses? server? client? default???
I'm trying to adopt NetCode usage. i don't know how to convert any gameobject to entity without "ConvertToClientServerEntity" (it's deprecated)...
can you explain me how to use SubScene conversion workflow? please!
[ATTACH] i reproduced that bug changing wheel base from 0.5 to 0.1
[ATTACH]
1. Reimporting all assets when installing package ("Havok Physics") [ATTACH] thats pretty annoying! 2. Reimporting all assets when opening project...
try ECS version of that project...
shame
@runner78 thanks for info game ierarchy should be: MainMenu Scene (locked access from mods) GameMode Picker MainMenu Background (can be edited...
How can i do safe modding system with DOTS. with C#, Job Systems and Entities!!! *with NetCode
Player 1: *pressed wear button*, *sends wear info to server* Server: *Players1.Equip(Wear1)*, *sends "Player 1 weared Wear1" to all players*...
Hello, main puzzling thing in DOTS are line between GameObject/Entity, MonoBehaviour/IComponentData, etc. "what's about allow using ONLY ENTITIES...
I can't add ComponentData to gameobject until my system have errors!!!
installing net framework v4.1 Developer pack helped me in fixing "cannot update project Unity.Engine.csproj cuz it not loaded" DEVELOPER PACK, not...
i got this error in console when starting unity [SPOILER]