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use entityManager.CreateEntityQuery(typeof(PhysicsWorldSingleton)) with EntityQuery.GetSingleton API
I change the child's localTransform in prefab before instantiate
Plan B is fine, but there is no more job balance. Hope it can set worker count one day.
I made a small project can display the error, I don't know whether it caused by wrong parameter or other problem. But I will very appreciate if...
Hope the code can run in burst. And can you add a Time New Roman font to the default? I use the font generator with this font, it displays...
yeah, it works. But I hope I can use it like 'float', don't need to use 'ref' at all.
Unity.Mathematics.quaternion is same error, so what is the correct usage of the float3 and quaternion in static method with [BurstCompile]
Burst error BC1064: Unsupported parameter `Unity.Mathematics.float3` `pivot` in function...
I got the same error
Thanks a lot, it FIXED
Here is the error: InvalidOperationException: The previously scheduled job CalculateCostJob writes to the BufferTypeHandle<CellBuffer>...
[ATTACH] same StepJob take too much time, make my project feel stuck once in a while
but addBuffer require an entity, systemHandle is not useful in this case.
I found even build for the windows platform, I also need to add the subscene to the scene list. I read the Loading scenes at runtime | Entities |...
same issue, i set the prefab before Instantiate. But i hope i can set it after Instantiate for parallel instantiate
I find a way, I can't set component of the sub entity of the Instantiate entity, but I can set it on the prefab before instantiate.
I'm going to Instantiate entity at specific position, but its sub entity has physics component, so these sub entities won't move with them parent....
Is there any more convenient way
Great, thanks a lot
OK, fine, this problem is not very emergency for me now. And I have another question, can I change the button or dropdown and anything else's...