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I have been having this issue .. and i think my patience for learning is diminished by that lack of tooling :S I would be able to stay creative...
I get the same problems with huge editor files. I also use a vpn (windscribe in my case, I have seen some random crashes). But mostly I have an...
This keeps happening for me. Now the debugger just says that operation cannot be performed. Switched to VS code, worked for a week properly and...
I am very interested in this as well. I had to do a project that sort of hit a wall with float precision. as some meshes were too small and some...
@nensanders could you share your project? i want to see if orbits would work
well I was reading the source the other day and i found nothing this superfluous on the transform system. So if you really want a forward vector...
After a lot of tinkering and digging. I manged to get the result I was expecting. It required for the entities in question to have both...
well i did provide the github with the full project, video doesnt provide nearly as much information as the full code, and culling does work but...
So I did create this project some time ago, which made it into the ecs samples Now that there is culling available I want to include culling into...
well i can see from your responses that this is a feature lying outside the requirements of the project which is perfectly reasonable
So I am finding myself opening a console to clone a repo, then open it from hub. There are times i didnt see code of another when i wanted because...
I think it was Joachim that said many times that there is no plan of dropping GOs. Correct me if i am mistaken
Apart from the fact that you still dont have access to rigidbodies, if you want physics you have to implement it at this point or approximate it...
in another post, when i started experimenting with ecs. I was informed (i think by mikeacton) that meshinstancerender is not managing things...
you dont need 2 systems. you need one component with an integer to identify players. you need 1 bat archetype with the correct data ^. and 1 ball...
To summarize, there exist multithreaded capabilities and tools in .net at your fingertips already. but anyone that had to do multithreaded code...
1. ComponentDataWrapper<T> where T is the IcomponentData. That is only used for Hybrid so you can see the IComponentData in the Inspector. It is...
Definitely cant confirm that. There is an amazing example with a navmesh where i managed to get 77.000 entities accessing the navmesh and have...
adding and removing component data a lot will be a hit in performance. I am pulling this out of my ass a little bit though. My reasoning is that...
Studying how the team will implement the netcode for an fps game will be pretty interesting. as all networking archetypes have their own flair...