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This looks great! Does this mean that both agents must be able to move freely to avoid a collision? If I have one agent that can move freely...
@Bas-Smit, Is it possible to create a dynamic obstacle component that follows the parent entity? If I add a DotsNavObstacle.cs script to a dynamic...
@Bas-Smit, thank you for update! Now paths are drawn without problems with the installed physics package. The shape of the obstacles is now...
Thank you. I also noticed one more thing. It looks like the boundaries of the obstacles are not always displayed correctly in the editor if the...
I just tried a new release: v0.1.4. The error message disappeared, but for some reason the navigation paths still don't render in scene window if...
Thank you for your response. I also faced another issue. If I use your package, with already installed DOTS Physics package (com.unity.physics), I...
Or you can disable SRP Batcher in Universal Render Pipeline asset if you want to stick with Hybrid Renderer v1
Hi @Bas-Smit, thank you for sharing, it looks great! I watched your video and there you use DotsNavAgent.Direction in the hybrid model to change...
@tertle, thanks for reply. If I add a prefab entity reference in IComponentData struct it is working properly. Now I add an additional...
Is this a bug or am I doing something wrong?
Hi. I'm trying to use a GameManager script as a hybrid component. This mostly works well except for one thing. When I convert GameManager's game...
I also face this problem when using V2 with URP/ SimpleLit shader, even in the editor in "Game" tab while playing. Target platform is Android....
Hi @joelv, I tested the new HR v0.11.0-preview.42 with URP v10.2.2 and got the same performance degradation on Xiaomi Redmi Note 7 when switching...
Ok, then I'll stick with v1 for now. If you need any additional information please feel free to ask me for it.
This is from the Frame Debugger: [ATTACH] [ATTACH] [ATTACH] [ATTACH] [ATTACH]
Yes, v1 and v2 on Vulkan: [ATTACH] Can you tell me what exactly is needed and where from? And I will try to get it.
Faced the same issue in Entities 0.16 It seems if I put entityInQueryIndex first:.ForEach((int entityInQueryIndex, int nativeThreadIndex, ref...
I continued to experiment with the scene with the cube and it seems that it is not so much scaling that is important as the size of the screen...
Yes, the same URP/SimpleLit shader (https://forum.unity.com/attachments/ground_mat-png.765031/) Only the URP version and Hybrid Renderer path...
I reset the cube scale to 1,1,1 (it was 100,1,100) and got 60 fps: [ATTACH] The cube (Floor) is child of empty gameobject (LevelLayer):...