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Yup, I've tried updating the camera in LateUpdate and tried ensuring that it runs AFTER NearClipPlaneMatrix each frame; no change. [MEDIA] I have...
Thanks for the response, it doesn't seem to be the issue.. I've also tried updating the script execution order to ensure my scripts (which use...
Hi, thanks for your reply.. My camera script moves the camera location in Update; not LateUpdate..
Hi, my camera is about x 100, y 100, z -1000; is that what you would call very far? I understand Unity has issues when you're "far" from the...
Hi, can you please help me with a problem I'm having with linefy? I am using polylines/text renderer in screen space, and when the camera moves,...
I'd be interested to know if someone knows a better approach, I've been wondering the same thing. My current approach is just to loop the...
Thanks for that, but what do you mean by the job handles? In my case the data is initialised once and never written to again; it's basically a...
*shrug* I dunno man, you said when you scaled up to your entity count it was way too slow. This technique requires you to first fill some arrays...
Perhaps EntityQuery.CopyFromComponentDataArray will be your friend?...
Ok, and do you make these containers static?
To describe this question, first I'll describe the problem which is leading me to ask it: I'm creating a hex grid at runtime - an entity is...
What about if you're dynamically creating RenderMesh components at runtime, and they should be frustrum culled, but they're not, because as far as...
Example of the above; great post: https://gametorrahod.com/batched-operation-on-entitymanager/
Ohhhh that's nice, I stand corrected:...
In my opinion, just check the condition inside the ForEach statement of your system. As far as I'm aware (would love to be shown otherwise),...
You could also create a single entity as a prefab and instantiate a native array based off that prefab, no?
Sorry just re-read what you're trying to do. I don't know if you need a system for this, it depends when in the life-cycle of the game you're...
Ok. I'm going to run with the assumption that your variables are in the list in some kind of order, so that you know what each one is, and what...
Managed IComponentData must implement the IEquatable<T> interface and override for Object.GetHashCode(). Additionally, for serialization purposes,...
No worries @AriaBonczek !