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I am making a moddable game. I have working system for serializing/deserializing items etc. For purpose of easy item creation in unity I made...
I am making a moddable gam. I have working system for serializing/deserializing items etc. For purpose of easy item creation in unity I made...
Anyone?
I've been out of DOTS for couple of months and It's impossible for me to check all the changelogs and extract information I want. I am wondering...
I am the only one having access to the project and I can't publish changes to the collaborate because I need to sync first even though I didn't...
How can I add components to entity without knowing exact type of IComponentData/ISharedComponentData? For example, I have List<IComponentData> how...
Packages have assembly definitions on their own but it doesn't change anything
I want to edit Unity ECS code sometimes, for example, to enable me to compile Components/Systems in runtime and use them. The thing is after...
I am making interaction system for my project. I want it to work as a system with queue of Interaction type, actor entity and target entity....
I have pretty heavy job chain on startup of game. I want it to complete in the same frame it starts and I added combined job handles to the...
Ah okay, thank you!
I can't nest Native containers in UnsafeList either.
That's not possible, it gives : InvalidOperationException: SampleJob.array is not a value type. Job structs may not contain any reference types.
I need to pass array of Native Arrays to the job, is there any possibility to do it ( other than creating own native container)?
I am using it in 2D game so I guess offset would suffice. You are sure it would work for changing uv in spritesheet texture?
Okay, I am aware of that but the thing is how can I schedule parallel job for more frames?
Yes, that's the thing. I would like every entity to have component with just the uvs which override RenderMesh's mesh uvs for this particular...
I have pretty heavy job chain in my code and I would like main thread to still be responsive, so I schedule my jobs and just check every frame if...
I am creating pretty big NativeHashMap in my project. Size of the hashmap is going to be something around 10k*10k . Hash map is going to be pair...
Is there a way to do it without forcing Burst compilation?