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Thank you. I've been agonizing over my component design for the past week, and I could feel my anxiety dropping as I read this post.
It should be noted that as the size of the workload grows the standard system dependency/scheduling becomes much much better than the naive method...
The OneJob test is significantly faster if the built in system Dependency is not used. In my testing I passed an outside job handle from system...
It looks to me like the many worlds approach in the OneJobPerSystemTest is contributing greatly to scheduling inefficiency. Also I am not entirely...
In the "CullRenderer2D" job called in Unity.Tiny.RenderNodeSystem contained in the Unity.Tiny.2D assembly there is a check against the Renderer2D...
Summary: The debug system CameraKeyControl of Unity.Tiny.RendererExtras is unexpectedly and undesirably included when Unity.Tiny.Particles or...
CommandBuffer.CreateEntity(blockArchetype); // commandbuffer creates a new entity. CommandBuffer.SetComponent(Entities[index], new Position {...
My first thought would be that adding and removing components with EntityManager could cause concurrent modification issues. Essentially,...
This upcoming preview looks very promising. The TransformSystem rewrite, in particular, seems much more focused and intentional. To me this...