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Honestly, my biggest fear with this has nothing to do with the licensing change itself as it will never adversely affect us. It is a fear that...
Just a heads up, in Entities 1.0.14, Unity 2022.3.7, the Entities Hierarchy doesn't seem to be working. If you begin typing in the search field,...
Just came across this thread as we have updated to 2022 LTS, ECS 1.0, and noticed that our pre-compiled jobs are not being Burst compiled, so I...
Hey everyone, I am just curious if anyone can help me understand what exactly "PreLateUpdate" phase is, particularly in reference to...
Just wanted to update this with the IssueTracker link in case anyone is encountering this and wants to check the status of this issue....
I am trying to procedurally generate terrains in URP, however the details (grass) do not render on terrains created at runtime. They render...
I'd love to hear a TLDR on how you achieved this when you get it (if you don't mind sharing).
I don't know the answer to your question, but I do wonder whether you can get the same result as the physics engine when you are (presumably)...
We manually step physics for our product, and one thing I have noticed is that setting the TimeStep = 0 does not fully stop the simulation....
I am not sure if something was updated, but the pictures in the guide are practically useless. The above screenshot of FPS vs Frame Time on the...
I am running Entities 0.50.1-preview2 and I am reading the documentation about the profiler modules here:...
Contact modification not working seems to only be an issue on startup. If I disable the cube, hit play, then enable the cube, I get the soft...
I am trying to recreate some code that modifies the Rigidbody.maxDepenetrationVelocity in the classic physics system. I have looked at the...
I figured it out. I just needed to add physicsColliders[i] = collider; below line 40 in the system code above. I guess the ForEach uses a...
I am having an issue where I can use Entities.ForEach().ScheduleParallel() to update terrain colliders in a multi-threaded fashion (when I add a...
Sounds good, I will post it over there. Thanks for taking a look!
Alright, I have attached a repro case. Here is the system code directly: using System.Diagnostics; using Unity.Burst; using Unity.Collections;...
With the buffer set as an "in" variable, i get this error: "InvalidOperationException: The BufferTypeHandle<VertexBufferElement> has been declared...
Actually, I am not sure what I did. I reverted back to the old ForEach code, and it seems to be invalidating the buffer as well when creating...