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Anyone? Seriously it can be even more simplified. One for loop 16*16*16 in IJobParallelFor(256 batched in 4). One preallocated readonly...
It didnt. I think I found another thing that was throtling the performance. Foreach with entity was launching chunked jobs that cause all chunk to...
Small bump. Maybe someone will find something new in this case. Like I wrote in the post above. It is running much faster after casting it to...
Thanks for inside :) Small update 90fps - 128x128x128 - I just casted DynamicBuffers to NativeArrays and went from 2 fps to 90fps. Now 32x32x32...
I will look into it one more day and then just drop it - I don't need to update it every frame. Can you share some info about how you stored...
Also this gives me ~1000fps - 128x128x128 for (int z = 0; z < size.z; z++) { for (int y = 0; y < size.y; y++)...
We went from 2 to 3 fps! :D Tomorrow I will test not ecs code with the same task to confirm how it is doing - but I'm almost sure that 32x32x32...
@snacktime "The job is super quick. I can update a section of 128x128x128 (2.1mill voxels) in a fraction of a ms even with safety system on."...
[DisableAutoCreation] [UpdateAfter(typeof(VoxelGenerationSystem))] public class VoxelRenderingSystem : JobComponentSystem { private Entity...
Something must be wrong because I'm adding here only 2 faces and not even pushing it to rendering. I have similar code that work only on 2 threads...
128x128x128 is a number of voxels. There is 8x8x8 chunks.
Changed Vector3 to float3 - no noticeable performance difference.
I was using Vector3 because later(this is disabled currently) I'm using unsafe code to copy memory directly from DynamicBuffers to Mesh.vertices...
@tertle [IMG]
Just tested - around 2 fps. Reduced to 32x32x32 ~ 40 fps :/ No I'm not applying it to any mesh. I removed other systems. Also I can comment out...
I mean it isn't needed for my project because I can't see a scenario when I would need full world updated every frame. Most likely a single chunk...
@tertle I know it should be false but I set it like that for benchmarking. Editor. @tertle @snacktime 128x128x128 each voxelchunk is iterating...
I think it is a matter of personal opinion/what better works for you. I doubt that DOT has some strict rules about that but I may be mistaken. I...
Hello. This maybe a bug on my end but I see huuuge decrease in performance when using DynamicBuffers. [BurstCompile] struct RenderJob :...