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It's a pre-calculation of costs for a hexgrid pathfinder loop, so the resulting map has to be as fast as I can make it when retrieving the values....
Hey, quick question. When you need to map two entity references to a value, what would you say is the best approach? I used to either hash the...
Thanks!
Hey, quick question. I have a bunch of entities grouped up by a shared component's unique value. I would like to pass all the entities grouped up...
Thanks for the reply. The problem I have is that some of the arrays are large and are shared between many entities, so dynamic buffers aren't...
Some quick questions about blob assets: Can a blob asset be deallocated by a system after being created? If so, would we need to manually change...
Nice! Thank you!
Is there any way to register manually created and updated systems to the Entity Debugger so they show up on the system list? If someone could...
For those that might run into my problem in the future, make sure you are importing the latest System.Reflection.Metadata DLL into the Unity...
Hello, This happens while targeting .Net Standard 2.0 or .Net Framework 4.x, and it happens using either Mono or IL2CPP. While trying to emit a...
The shared component idea is quite interesting, since as you say it would keep the related entities close to each other. I didn't think about that...
I might be wrong on this, but the only problem I see with treating unity's ECS as a relational database with separate tables for lists is that...
I'm been dabbling a bit on the two world (Sim/Pres) concept, and the biggest limitation I've found is synchronization between them. The only way I...
When using Grid.WorldToCell(point) is each cell checked with the point or does the grid use some kind of hierarchical spatial partitioning (like a...
You might be right, which might explain why MoveEntitiesFrom works on a per-world basis, instead of per-entity. Still I was hoping that a direct...
I'm in a situation where I need to replicate entity component data between two worlds. I was hoping there would be something like...
Let's say we need to iterate over two or more entity archetypes with different components to related them in some manner. In the generic case:...
Thanks for the suggestions guys, it's lead me deep into the async/await rabbit hole with custom awaiters/awaitables and C# 7's custom async method...
I'm glad the 4 frames limit on jobs is being removed, it's something that severely limits the use cases of jobs where they would otherwise be...