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Polish up the ecosystem around DOTS please. Unity really doesn't need all those fancy features to compete with UE. DOTS is enough to put any...
I think the orthodox DOD approach would be having three different components corresponding three different states for any entity. In case of a...
I think these things are really easy once they become your habit. One of the key concepts with DOD is to move existing component data in memory...
Using C++ doesn't automatically make you write DOD code. It's the changed mindset, devising new algorithms so your code can actually run on all cores.
For high frequency codepaths, ie Update(), I never encountered a situation where I'm forced to use delegate. String changes are never in my high...
Chances are you will never need to move a lot of data between entities and gameobjects. You are never meant to have over 50, give or take, dynamic...
There are workarounds like hooking up gameobjects with entities if you need features that currently are not mature in DOTS. Compute shaders deal...
I never had to fight GC. For things that get created/destroyed on a low frequency basis. It's a none issue. For other stuff, they are pooled. And...
Switching from gameobjects to ECS is a very difficult and commercially not viable task. What I like about Unity is using ECS is an option, you can...
I, as a programmer, find it revolutionary. If someone discovered fire and disappeared. Another guy came along and show the use of fire to...
You really don't need to wait if it seems interesting to you. Its current state is enough to give you the taste of the brilliance. At least for...
In my experience of Unity, having non-nested prefab was never a bottleneck. There's always a clean workaround. Blueprint is good in the hands of...
UE has always been more artist friendly, and Unity has been more programmer friendly. UE is years ahead of Unity in terms of rendering. but in...
The day Tim Sweeney can get his head around data oriented design and decide to refactor UE to be more data oriented, is the time Unity will really...
Currently for my hobby project, I've been using the following approach to game state serialization/deserialization. I have a list of text that...
After learning ECS for some time, I think the biggest usability problem of ECS is actually not so much with the ECS itself, but its...
Does the dev have any plans to port it to mobile? or it is mobile-friendly already?