A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Hello, I'm using Unity 2019.2.15f and I have a cookies issue when testing the final webAssembly. The backend is splitted in multiple...
In 2019, in preferences, you can uncheck and check again the checkbox to use the bundled android ndk. This should fix the issue.
You should probably rethink your code to know component type at compile time. It is a bit more more work but you won't probably achieve great...
Your query should reflect what you are looking for. Instead of checking if a query returns no result, your query should return the entities that...
That should work. Did you install the Hybrid Renderer package?
What's the problem?
EntityCommandBuffer has really poor performance when dealing with a lot of commands on the same frame. From my experience, it's more efficient to...
What Which part gave you disappointing performance? 10000 entities should not be an issue. Did you enable gpu instancing on your materials?
You are disposing your NativeArrays before you job get executed! I'm not sure, but I think the error in your first post is a cascade effect of...
Can you show part of the code in the system that schedule the SelectionJob?
You need to use AddComponent or AddComponentData if the component type is not present on the Entity, otherwise you need to use SetComponentData to...
I'm not sure what you are expecting from this thread, but... DOTS is all about data layout and execution flow. If you put your mind to it, you...
ResizableArray64Byte is a fixed 64 bytes buffer, so you can't definitely nest them. it should be treated as a 1-dimensional array where the total...
If you have small amount of items, you can use a ResizableArray64Byte in your IComponentData.
I think the goal is to use game objects for authoring and ECS for runtime.
You can use EntityQuery.ToComponentDataArray() to get a NativeArray with the desired components. struct ComponentA : IComponentData{} struct...
After taking some time to read the sources, it look harder than expected to write a Copy method from outside the assembly. I think it's doable...
I'm not sure why you don't just pass a reference of the original map around? Do you need to merge multiple maps or just clone the original? If...
Why not? Can you elaborate?
You can use Graphics.DrawMeshInstance with MaterialPropertyBlock to pass an array of colors to the shader. Here is a basic ECS render system to...