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Eyyooooo, it works!!
Here's the Pinnochio's Nose Problem (tm) I'm facing: Imagine we have a whole bunch of Pinnochio entities which are made up of a few primitive...
@MaxAbernethy wow, what a great response to my post. Not only did you point out a precise position in the code for me to see how unity.physics...
Gonna take a look now - at first glance this looks like exactly the kind of clue I was hoping to get in order to dig into this process...
What I wouldn't give for a guided tour of the unity.physics code base! Presumably, somewhere in there, there is code that implements twist joints...
Oh, I see. Thats a good practical solution to keep in mind for now. Thanks for responding with that tip! I was investigating other more painful...
Typically in game object land, I would expose a ComputeShader property and drag the file into the slot in the editor in order to give a...
I have a simulation coded with c# jobs that I'm considering porting to a compute shader, but I don't know how to write compute shaders. I have the...
Bummer there aren't more answers here. good, up to date resources on getting started with compute shaders is exactly what I need to. Im going to...
Update: Its evidently only affecting the initial query for whether the system should run. if theres at least one entity with a collider, the...
Something in 0.5.0 is preventing the export of motion data from PhysicsBodies that do not have a collider. It seems like the entitygroup hasn't...
just chiming in with my use case, dont know where this has landed. need to do something like this: localToWorld.Value =...
Cool! Well, I modified it to be a bit less parallel (but still parallel) until I can come up with some clever strategies to make that...
Huh. I was assuming those stack bindings were to array references
Outstanding! Thank you! You're right about my not having run it yet - guilty :D But this is precisely the form of criticism I was hoping would...
Cool. the LINQ in the update was specifically something I wanted feedback on Oh, and when you say light vs heavy jobs, do you mean memory or...
@yondercode I took a shot at implementing a naive pair checking burst job. If you want to, would you give it a look and some critique?...
EDIT: CORRECTED THANKS FOR THE HELP!: https://gist.github.com/Defunctionalize/75156fad916c8ae9ab334fcb7de364f1 LINK TO GIST...
might do naive checking then. Never know when octopuses are going to want to start working together, after all. Then perhaps in the future if...
got it. right. that makes sense. Okay, thanks. I think I'll probably do the sharedcomponent chunk processing, then.