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@sebas77 what are you wanting to achieve by loading into a separate world? Would you tell us about your project?
Overhead of systems is a totally separate thing from this. A lot of work has been done there - maybe @LunaMeierUnity can pop in and fill us in on...
I don't know what performance issue on mobile you're referring to.
> Note that params allocates an array, so it's probably not ideal. The typical workaround for this is to provide overloads with different param...
(Sorry I almost missed this reply.) Enabling "full stack traces" should not stop the error message, so I'm confused by this behavior change. All...
@YurySedyakin even though @jooleanlogic is right about checking in release builds, you did find a fairly dumb oversight on our part (it's...
Ah, right, I spaced on the C. Ok thanks, also extra useful to know about how it feels like a guessing game in ForEachland.
Actually @Sarkahn I took a closer look and am not sure what is misaligned. What specifically are you referring to being slightly different between...
Ugh, I missed that in my review. Good point, I'll add an issue to align these.
Btw here is the enum we use for the codegen so you can see what the letter codes mean: enum Category { // note: 'in' is broken in c# (very...
@Sarkahn is correct - we have a F_CDD overload that should match. Put the class first. Unfortunately to avoid crazy exponential combinatorial...
Hi @Garzec - congratulations, you're hitting the edge of the compiler's ability to give useful errors! :( So the problem is that we have a lot of...
> forked my alternate version That both warms my heart and makes me a little sad. I'm happy because -- yes!! -- you can do what you need because...
Yes that will work. Though it can be a bit more compact if you remove OnCreate() and use `Entities.ForEach(_delegate = _delegate ?? forEachFunc);`...
An upcoming improvement will let you create a `GameObjectConversionDeclarePrefabsGroup`-grouped system, and from there you can ask the...
It will be open and available to everyone via the package manager interface. Don't know timeline for that yet, though - I want to get it...
It's actually the com.unity.jobs package that provides this menu - but com.unity.entities uses it as a dependency, so bringing in Entities will...
Yeah I agree it's annoying, I'll work on it.
From ReleaseNotes.md: * Subtractive renamed to Exclude * `[RequireSubtractiveComponent]` renamed to `[ExcludeComponent]`
It's not something we've started implementing just yet (still in design phase), so I can't put a timeline on it currently.