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so all futur IJobParallelForTransform (use by the this specific TransformAccessArray) will be affected by the choice of this number?
thanks for the advice, i am setting up a clean environnement to test this, due to the use case of this algorithm there is room for a trick where i...
i'm actually in a case where i have performance issue(with Kuhn–Munkres algorithm), burst do help but not enough, and since i use a lot of...
Thanks, as i feared, it's not that simple, you seems to say whether it's more expensive or cheaper, the "cost"(good or bad) is negligeable in most...
for a while i'm use internal function in my jobs for better clarity and convieniency since i can access all the field of the struct and modify...
A lot of modification was made out of despare trying to find the root of the crash of burst ^^' but i have to admit, this is a rough adaptation of...
Thanks for you reply! it works now
i Encounter an issue i can't figure out how it's even possible, without burst every things work well, BUT when trying to burst my Job function,...
from what i read on the github(and if i understand correctly), TransfromAccess seems to be intended to be used only through TransformAccessArray:...
After searching every where(forum, unity github, etc..), i can't find what is the purpose of "desiredJobCount" parameter, is the allocation...
Main reason is line 10 (TransformAccessArray transforms = new TransformAccessArray(_asteroids.Count)) This is a very expensive operation to do...
I struggle for SO long trying to clamp my camera without having the camera to be parented to an other empty gameobject. i finally found a solution...
exactly, for this one i recreate a new project and reimport all my script and i dont have those error anmyore
i had some error about inputsystem inputaction "already register by typemanager", i tried everything (including remove all entity packages +...
thanks for the tips
maybe i'm not using it correctly but after reading upside down the doc i can't find how to make change on scriptable object in editor be applied...
it's enable by default since 0.50
I was trying to use fixedListBytes as a buffer but when selecting the entity on the hierarchy, the editor start to lag heavily (even whe setting...
Did you try adding attribut [WithAll<>], [WithNone<>] to the IJobEntity?
Just tried out the new version, the vent system works perfectly now, but i seem to encounter a new issue: for what i understand the "has end time"...