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Most of the time I need to get a single entity after a UI action. What is the best way of getting an entity that have a specific component value?
How can I use GetSingletonEntity from Monobehaviour?
Well I just did that and edited my comment at the same time you post this :)
Such a waste... I removed the LinkedEntityGroup component after intantiating the entity. Hope it won't cause any problems.
That's bad. And I don't understand why the size of it too big. Isn't it just a reference value?
Sorry but I don't understand. I just created a simple prefab and generate an entity with it. There is no hierarchy. If you look at the attached...
But there is no linked entity. It's just this one. And the value of the LinkedEntityGroup item is the entity itself. I'm sending the image of the...
I'm generating entities with the EntityManager.Instantiate method using an entity prefab. When I inspect the archetype I see the LinkedEntityGroup...
I've added the pragma directives but still the same error. #pragma vertex vert #pragma fragment frag...
My custom shader stopped working after upgrading to hybrid renderer v2. Here is the shader; Shader "Custom/Terrain" { Properties {...
Yes I did. But not working.
I've added the material but still not working. var physicsMaterial = new Unity.Physics.Material { CustomTags =...
Hi I'm generating my entities with the pure ecs way. Here is the code I'm generating the collider; var boxGeometry = new BoxGeometry();...
Any news?
Cool. I'll stick with the dynamic buffer approach then. Thanks.
I thought when the dynamic buffers moved out of the chunk, it will slow down the iteration. Isn't is the case, since we are reading/writing to the...
No. The issue I have is, I don't know the size of my lists. So I don't know how much I need to allocate for the dynamic buffers. I feel like it is...
My "items" are simple but there are lots of item types, nearly 100. One box can contain lots of item types and the other might be empty. So, in...
I need design advice for a simple scenario. Suppose we have container components called "box". public struct Box : IComponentData { } Every box...
@DreamingImLatios Is there any way to do this with Entity Command Buffers? For rearchitecting; if I don't use Dynamic Buffers, I need to define a...