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I see, yes it's certainly better... IJobForEach though iterates over each entity in parallel I suppose, so I can't really use it to write over the...
Well, that was indeed easy, thanks :) *shame bells ringing* I somehow thought that data was inherently copied to the right memory location, since...
First of all, I preemptively apologize for the question I'm about to ask. I'm positive this is not an issue with any of the DOTS functionality,...
Cool approach, so instead of having one grid cell with all the info inside you effectively make multiple "maps" by using different buffers, am I...
Sorry for reviving this old thread, but I didn't find anything similar and didn't want to open a new thread just for a simple question. I'm having...
Not sure which demo you are referring to, but most projects with thousands of meshes displayed are probably using GPU instancing, with or without...
Hey RevenantX, I found your library really nice and simple to use, thank you! I just wanted to ask you about your implementation of the NAT punch...
I will post the chunk class later (answering from a different place), but talking about how it works, basically: - A "world" gameObject...
Hi everybody! I have been working on a simple chunk based terrain generation system, with voxel octrees. The overall method works pretty well, but...
oking for different ways to speed up my simple voxel system reducing the number of voxels and generated triangles, I stumbled upon these sparse...