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Hi @Ted_Wikman - the crashes were too random to determine a repro.
I guess I'll put Tiny aside and check back in about a year. This assembly issue is not a showstopper but was a timewaster. But more critical are...
Another vote for scale to work with physics please.
For example, how do you implement death status of your entities? Assuming you don't immediately delete them. As a component called Life that you...
Thanks Rory
Only in VS. Do you not see the bug in VS? I made a test using vanilla Unity (no dots/tiny) and did not experience this problem.
I was hoping to leverage them in CollisionEvent. That would be useful. [ATTACH]
Thanks @Ted_Wikman I think these 2 screenshots tell the whole story: [ATTACH] [ATTACH]
I'm trying to modify the Tiny3D sample by adding an authoring assembly. All I do is this: 1. Add an "Authoring" folder under scripts 2. In that...
Thanks again.
Thanks for the confirmation. Hope this gets fixed soon. Until then, physics is wrong unless you happen to be at 50 FPS.
Many thanks Bruno! First I'd heard of IDeclareReferencedPrefabs. I found some DOTS sample code using it. Is anything different for Tiny? Know of...
If Tiny won't support the conversion pipeline and prefabs, it would be severely limiting.
Any sample that shows this? I am trying to convert a Unity DOTS game I wrote to Tiny. I want to dynamically spawn stuff.
When my framerate is low My bullets are slow! I don't have any update acting on the bullets. I simply set the PhysicsVelocity and wait for...
Think I found the proper way to do it: }).WithReadOnly(collisionWorld).ScheduleParallel();
Solved it. By some great fortune there is a very similar thread:...
When I run this code: using UnityEngine; using Unity.Entities; using Unity.Physics; using Unity.Physics.Systems; using Unity.Jobs; using...
Thanks. What would be the downsides of using HDRP for this?
I have an entity that I would like to be one of two colors depending on its state. I.e. it will change from one color to the other occasionally....