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And if that doesn't work, try setting this system ordering: [UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]...
In addition to adding RegisterPhysicsSystemReadOnly(), you can also try adding .WithReadOnly() for CollisionWorld: Entities...
Are you getting some errors? If so, it would be helpful to share :) Or is it just not working? In any case, sharing the entire system code will...
[ATTACH] Unfortunately, there appears to be a bug in the PhysicsShapeAuthoring.SetCylinder() method, where the line in the red is missing from the...
All the steps you've mentioned 1-3 are correct, and you don't have a problem with that. Physics systems are writing to a Translation component,...
Try using unmanaged constraint: public struct OtherNonTriggerHitsCollector<T> : ICollector<T> where T : unmanaged, IQueryResult {...}
This got me interested, so I made a repro similar to EnemyTargeterSystem that you showed here, and here's what I found. In the next code snippet,...
Calling this.RegisterPhysicsRuntimeSystemReadWrite() instead of buildPhysicsWorld.RegisterPhysicsRuntimeSystemReadWrite() should solve the problem.
You also need to put proper [UpdateAfter]/[UpdateBefore] and [UpdateInGroup] attributes on system, as was done before. To fix your problem, I...
Hey, Thanks for the feedback. You need to call RegisterPhysicsRuntimeSystemReadOnly() or RW() only once, in OnStartRunning() preferably. Once it...
Seems interesting! Can you provide a screenshot of the Unity Profiler of BuildPhysicsWorld and it's jobs (at 1 million and 1.1 million cases), and...
Hey, which version of Unity/Havok physics are you using? Also, could you share with us the troublesome CollisionFilter values that don't work for you?
That component serves as a global setting that enables drawing of various physics related information, meaning that it is expected to be a...
Hey, I think that the commandBuffer's actions haven't executed before you deleted it, you basically just stored commands in a buffer which should...
There are examples of stateful events (that have Enter, Exit and Stay functionalities) in the UnityPhysicsSamples repo...
Can you try something like: [UpdateAfter(typeof(ExportPhysicsWorld))] [UpdateBefore(typeof(EndFramePhysicsSystem))]...
Glad it worked! Getting 8 hits on that frame can happen, if physics steps 8 times per one frame, which can happen because it updates in...
Hey, I think I have an idea what's wrong: Physics systems run in FixedStepSimulationSystemsGroup, while your command buffer runs in from a system...
Unfortunately, that is the only way at the moment :(
That is correct, yes. OverlapSphereCustom uses PointDistance query in the background, and in distance queries, Collector's maxFraction actually...