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I got the same error when trying with Unity 2019.2.2. So I went back to 2019.2.1 and it works there.
I have an entity with several child entities, each with their own Sprite2DRenderer. When I add the Disabled component to the entity in the editor,...
Yeah, you're right. I hadn't built with AsmJS before. Just been using dotnet and it works there.
You can use string interpolation with the $ - character. Like this: var x = 1; var y = 2; Console.WriteLine($"Position {x}:{y}");
Your config component refers to an Entity that has a Sprite2D component. And if I understand it correctly, the Entity containing the config...
He clarified in the same thread that scene references are ok but entities are not....
I'm having the same issue with 2019.2.0b6. It seams though that this workflow is not intended. @robertg_unity mentioned it in this post:...
Alright, so when you know what components will be added when you create the entity, it's best to add them by archetype or list of component types...
Right, I see. But if you create it and add components in the same tick, does the archetype change at all, or is it set after OnUpdate anyway?
No reason. I assumed that you can't create an entity without at least the basic elements (Translation, Rotation), and I also wanted some...
What's the reasoning behind initializing some components in CreateEntity, getting them and updating, and some components directly in...
Yeah, the documentation is probably not updated. It's only called HitBoxOverlap and is attached as a DynamicBuffer. You can access it and loop...
I tried to set up a few systems to go off in sequence and also during the same tick. This worked for my own systems using [UpdateAfter] and...
I'm using Rider, and all I need to do is right click Assets and open DOTS-project. Then it recompiles it and all new files are immediately...
I'm also having trouble building the HelloWorld sample. I'm on Windows and have Rider setup as the editor to use. I also have Visual Studio 2017...
I was thinking that the existing system handling the ScoreManager would also query for the "EnemiesHit" component in the same forEach loop. But...
Wouldn't it be a bit cleaner if instead of modifying the "EnemiesHit" property of the ScoreManager component on the referenced entity, you just...
No problem! I'll work with 2018.3 in the meantime. Really enjoying Tiny Mode so far!
Yeah, that works. With 2018.3.14, the sprite is still there after reloading.
Yes there is.