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It would be super useful if the new preprocessor also worked outside of the HLSL blocks. Primarily in the Properties block, but also while setting...
Yes that’s true. But it will still ship all that code to the client, right? Making the binary larger.
Consider a future where there is an ECS-based particle system released by unity (or a popular one on the asset store). To this system many people...
Where in the twostickshooter demo does it do this?
I think the current commandbuffer api is good. Is pretty close to how you work with commandbuffers of other kinds elsewhere, such as rendering.
Consider the following dummy code: public class FooSystem : ComponentSystem { protected struct Data { public int Length;...
So SharedComponentData is ref-counted and will afaik automatically be nuked when nothing is referencing it anymore. But what about the containers...
Couldn't get RequireComponentTag attribute (and RequireSubtractiveComponentTag) to work with ECS injected structs. Entity Debugger confirmed they...
Is there any way to view the order in which component systems are updated at runtime? The entity debugger always lists them in alphabetical order....
In code: var componentTypes = new ComponentType[myComponentArray.Length]; for (int i = 0; i < myComponentArray.Length; ++i) componentTypes[i]...
The reason why it doesn't work is because CreateArchetype actually doesn't take Type as arguments, but ComponentType. When you pass Type it...
I just want consistency. Doesn’t matter really which style they go for. Allthough I do like the old style because there is no risk in mixing what...
The lifetime validity of the Entity struct isn't really clear to me. Consider this scenario. Step 1 In one component system I build an array-grid...
Any reason why the new ECS system use PascalCase for all public/protected fields/properties, while the rest of Unity (including the brand new...
Open up the package manager (Window menu) and make sure the LWRP package is added to your project. Or you can clone the repo from github into your...
[Potential bug]: Seems as if the Environment Lighting settings in the Lithting Window does nothing. And whenever I hit play they are reset to the...
I have no problem with it requiring deep graphics programming skills. But the current architecture seems too rigid in my opinion, making it...
Been looking into the LWRP now, and if I'm not mistaken, the thing that strikes me as problematic is that if I want to make a smaller...