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I just released my game in early access! I've got quite a bit of 'unsafe' stuff in it... I'm so scared of random anonymous crashes! :confused:...
No, I use Temp for most of my ECB's in EFE.Run(). So maybe I should switch from Temp to TempJob then?
Any updates on this? I have this problem and I add a lot of components though ECBs, so it's not really possible to remove that for me.
I seem to have the same issue, but on 1.0.14. Have you found any solution? This is how the stack trace looks for me. [SPOILER]
I actually took the dive and upgraded, it only took about a day. I was very surprised! Thing is, EFE.ScheduleParallel or WithCode was no problem...
Hmm.. Strange, I don't remember doing many changes at all when I at last got 1.0.0-pre15 compiling, still have a ton of WithCode and EFE...
Could you point me to the changelog that refers to this fix? The reson I'm on 1.0.0-pre.15 is because every time I've tried to update beyond...
[Unity 2022.3.0, ECS 1.0.0-pre.15, Burst 1.8.4] I have a pretty strange issue that I don't really know where to start looking for. They are quite...
I just finished the trailer for my co-op shooter Just Read The Instructions. The game uses DOTS pretty well to handle all the enemies and all the...
I'm currently working on a project where with certain objects, I only ever need to perform raycasting on them. Although they are static bodies and...
Thanks for the answers! Here is a picture of the profiler when looking at a big part of the map: [IMG] Do from this picture, any concerns? The...
My world is completely generated in the loading screen. And I have not yet payed any attention to how different rendering entities are placing...
Same here, 2022.2.19. Ryzen 5 3600, GTX 3070. For me it almost only happen when I work with UI in the editor. Any updates?
No leak detection warnings/errors seem to show up at all for me, and I've tried triggering it with both TempJob and Persistent memory undisposed....
I too would love to know if there are better ways, I have not found a good solution for it. My solution sounds like yours and I think it's more...
What if I want to be able to add components to the sub entities created when a MeshRenderer has a mesh with multiple submeshes? For example:...
I Actually went though my whole source and changed to that in all cases where I used Entity.Null in a Entities.ForEach. But it dit not help... Too bad
Wait, so CreateSingleton in EntityManager does not create a special chunk for singletons? That's that point then? Is it just to combine a...
In my current 0.50 implementation I use tag components to turn different systems on and off. For example, when in singleplayer I do not add the...
It's not about graphics, and it's not really about creating an entity prefab. I want to use the bake system to prebake (or bake on the fly when i...