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There's a writeup here (Jackson Dunstan) which deals with using unions with Burst. Edit: I tested the code on the site, and it is working for me...
Testing with Entities 0.1.1, Unity 2019.3.0b6, you can declare [RegisterGenericComponentType] in any .cs file - e.g. the same script as your...
Hello, I'm using FunctionPointer<> to pass some functions to my jobs (as suggested by @GilCat in my previous post -...
This looks very cool! From what I understand, you'll lose a few benefits of ECS with SO - namely having all the data aligned nicely in a bundle,...
Hello, When I create a generic system with BurstCompile, the system runs and can be seen in the Burst Inspector as...
Thanks for the replies everyone. A while after typing this (and forgetting about the post), I came up with another solution which I don't think...
Hello, I'm trying to create a generic system which calls a particular job. The system itself is responsible for updating some data (e.g....
Thanks for your help. I was unable to get something going with SetSingleton (InvalidOperationException). I was calling this from a...
I've had a look at the Unity ECS samples, and they show how to create an Entity from a Prefab when the scene is started, using a spawner Entity....
Hello, I've been using Unity on-and-off for the past few years, and decided to give Unreal a go. I was impressed by how much off-the-self...