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Thank you for the insight, I'll give it a try with a filtered query.
Flip it around? Are you suggesting then that I pass a nativearray of the child entities into the job and use ComponentDataFromEntity?
Hi, I'm making a physics building game in which there will be multiple objects made up of child RigidBodies that I want to process in a job....
Thanks for the info Laicasaane and eizenhorn. Taking your feedback I'll remove the ECB here and look into running batches of NativeArray<Entity>...
Still learning ECS and thought it would be better to have just one sync point in this method rather than 5. Isn't it best practice to use an ECB?
How do I resolve it? Assign it some unique identifier and query for that parameter?
Hello, thanks for checking this thread out. I'm instantiating an entity prefab using an ECB, adding components, then playing back the changes and...
Ah, nevermind, I was able to use SystemAPI.ManagedAPI.GetComponent<Camera>(camEntity); *facepalm* Many thanks for your help still, you are a...
Thanks helping all us noobs on the thread, Tertle. Now I'm trying to use ScreenPointToRay on my camera, but its transform isn't synced with the...
Thanks for the reply, Tertle. Does that directive go on the camera authoring script?
Hello, I've got a camera in my subscene but when I press play I get no rendering. The entity still exists but it doesn't have any components...
Forum hasn't been very helpful...but I did spot something in the documentation that could explain why the dependencies weren't being completed:
Bump!
I did figure out that it was LocalTransform that needed to be completed and fixed my problem by using...
Hi, sorry to necro this thread, but how do you get the Entity someEntity? I'm guessing it's some ref from the parameters of Execute()?
Thanks for visiting this thread! I'm learning ECS and can use any help you offer. I have a SystemBase in the AfterPhysicsSystemGroup that...
I have a collider I want to change the CollisionFilter of at runtime without affecting other instances of it. However, only one needs to be unique...
Necroposting to link a spot in the docs where code examples show how to jobify bursted raycasts from the main thread. Note that jobs can only be...
Now I just have to figure out why EventHandlers registered in my LocalClientSystem.OnCreate() run with world index 0 and not 1 >.>
After examining the Multiple Worlds docs, I noticed that systems using the worlds created by CustomPhysicsGroup are required to either run in one...