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In my rpg stat system i am storing the stats in single NativeHashMap<StatKey, StatModifierValues>. Before that i tried solutions with...
I had a similar use case. NativeStreams were not working for me, dont remember exactly why but i think i couldnt reuse the same stream for...
This does not answer your question, but maybe it will help you to accomplish your goal. In my stat system, I dont have separate component type...
There is a method AddHybridComponent in GameObjectConversionSystem which you can use to add the HealthBar GameObject to the entity. This health...
I have 3 entities: 2 Ships (same archetype) and Projectile Prefab. Ship holds a reference to Projectile Prefab entity. Using...
In such cases, I usually have singleton component such as: struct SelectedEntity : IComponentData { Entity Value; bool...
Here is the test which throws ArgumentException: BeginForEachIndex can only be called once for the same index (0). [SPOILER] Looks like...
I am scheduling job as this: [SPOILER] I am creating native stream in OnCreate() as this: _presentationStream = new NativeStream(1,...
Hello. I was checking out NativeStream collection which looked liked it could make my event processing system much simpler. I am processing...
I am using DefaultWorldInitialization to do this for me. You still need to dispose old world and scenes. World.Active.Dispose();...
There are multiple ways how you can arrange your data, it depends on your needs. For Citizen class you can do this: struct Citizen :...
You were right about ChangedFilter, removing it will get rid of issue. Though, why is it breaking jobs is a mystery to me.
Hello, I am experiencing issue with scheduling jobs where I am writting to the component in the first job and reading from the same component in...
I did not access the blobReference value correctly. I have this solved now. // Bad var clips = clipDataRef.Value.Motions // Good ref var clips =...
Hi, The entities I am instantiating from an entity prefab, are not picked up by IJobForEach with ChangeFilter on. When removing ChangeFilter, the...
Hi, I have an issue with struct elements in BlobArray, where they have default values in runtime. I think that I am not initializing the array...
Thanks for reply. For now I will use the gameobjects in scene with prefab component added manually, but would be easier for me to work with...
Hello, I would like to convert deep hierarchy of components referencing the prefabs to ecs using the new GameObjectConversion systems. To be...
Thanks for a reply. I have overestimated how many buffs I will have for a unit, so it is fine to iterating over all buffs to find ones linked to...
In the recent package update (preview.23) EntityCommandBuffer.AddSharedComponent support was dropped for SharedComponentData with entity fields....