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That is a great point that has not been touched on in this thread: Even if you think you need DI for testing it's most likely easier and better...
iirc you can use https://docs.unity3d.com/ScriptReference/Unity.IO.LowLevel.Unsafe.AsyncReadManager.html It’s what for example SubScenes use...
Please educate yourself on floating point arithmetics: https://0.30000000000000004.com/
Sure, attached are the settings I use in our projects. Mind you I could not get it working with URP in a new project so this is with the BRP...
Great work! Really liking the framework and excited for the new features… but as long as it does not work with domain reload disabled I cannot use...
this in that case refers to the baker, not the authoring component.
It is missing the calls to AddTrackingForComponent, just take a look at the implementation of AddComponent<T> to see what I mean. Also in the case...
Please note though that your approach will not correctly track changes to the terrain and you will get issues with the baking not being correct...
You should not use the EntityManager in a baker, you can use this instead: Method CreateAdditionalEntity | Entities | 1.0.0-pre.15 (unity3d.com)...
They changed it to a SharedComponent. Regarding the mesh: Did you try out to add a "RenderMesh" component? Supposedly it adds all the necessary...
You can directly read out the input from the InputActionsMap (m_InputActions.Player in your case), just make sure to call Enable() first.
That will never happen as SG are a C# feature, they are also not meant to create actual tangible files, as their outputs could - at any time -...
Technically you can generate any code you want, for MonoBehaviours though you have to make sure the generated file name is exactly like the MB...
Yes they can be part of a package, Unity uses SG themselves in some of their packages (mainly Entities). When I add a SG to my internal package...
https://docs.unity3d.com/Packages/com.unity.entities@1.0/api/Unity.Entities.EntityManager.GetComponentData.html#Unity_Entities_EntityManager_GetCom...
Regarding the new data modes in 2022.2: Is there a way to get what data mode you are currently in from script? I have a custom tool that injects a...
You are right, that is only possible with the BufferLookup. Was just making sure I am not misunderstanding :)
If I understand correctly you want random access to DynamicBuffer/Components? You should use a ComponentLookup or BufferLookup for that:...
As far as I understood it the first variant allows you to provide a custom allocator (like World.UpdateAllocator) while the second variant only...
Thanks for the answers, really appreciate the input :) I agree, GenerateAuthoringComponent was never really usable outside of prototype/game jam...