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Okay, after restarting Unity it worked. No idea where this came from but well. It works now.
I am following the "Getting Started" guide on https://docs.unity3d.com/Packages/com.unity.netcode@0.0/manual/getting-started.html So far,...
Yes, indeed! That was the problem. I thought that SpeedComponentData[entityA] is an actual reference to the component and that setting the value...
Hi! Thank you for the input. After looking at https://github.com/Unity-Technologies/multiplayer I think it really does make sense to build the...
So, I've been looking at the NetCode docs (https://docs.unity3d.com/Packages/com.unity.netcode@0.0/manual/getting-started.html) and noticed that...
Hi! I have found an interesting project (https://github.com/Unity-Technologies/multiplayer) which might be a good starting point. It seems that...
Hi! As the title states, I want to build an RTS game. My handicap is, that I am new to Unity and therefore also new to DOTS. However, after a few...
Since I am currently reading into the same topic, I got a question towards this here: I hope it's okay, EliJNemer, if I add a follow up...
Oh, that was indeed it. Why is that I wonder? I expected speed to be a reference to the actual struct. In any case: Thank you very much! :)
Hi! I am trying to update components data on colliding entities. In the end I want to be able to apply damage to units but I am not sure how to...
Is there actually a way to update components on the colliding entities? Something like this: [BurstCompile] struct CollisionEventSystemJob :...
Using your code as a template, I am currently trying to change the speed value of my entities...
So, I am currently trying to get collisions work in my project. At the moment I am not even sure if the code that would handle the collision...
The link moved to: https://github.com/Unity-Technologies/EntityComponentSystemSamples/blob/master/UnityPhysicsSamples/Assets/Demos/5....
Hi! I am following this talk [MEDIA] and try to understand how to spawn units as I click my mouse (for testing purposes). For this in general, I...