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I'm having the same issue EDIT: I just added this and it solved my problem .WithControlsExcluding("<keyboard>/anyKey")
Since I updated the input system to version 1.4.1, I'm having a similar exception when stopping the game in the Unity Editor: Type of instance...
As far as I know, there's no equivalent to Application.targetFrameRate in Tiny at the moment. Is there something else in your game logic that...
That's right! You can load a scene using a SceneReferene field on a component but you can also create entities from scratch at runtime with code....
To start a tween on the Translation component in C#: var tweenSystem = World.GetExistingSystem<TweenSystem>(); tweenSystem.AddTween(entity,...
The ForEach query won't find the loaded entity straight after but if this code is in an OnUpdate() method, it will try to find it every frame so...
Here's an example on how to load a MainMenu scene: Create a component called MyScenes with a SceneReference field called MainMenu Add this...
In version 0.15.3 (C#), take a look at the TimerButton sample. In short, setup your button entity like this: [ATTACH] StartTimerButton is a...
You can also add the Sprite2DSequenceOptions component to set the frame rate.
You could have a component that references sprite entities like this: public struct SkinSpriteReferences : IComponentData {...
There's no way to set it in the editor at the moment but you can use the UpdateAfter and UpdateBefore attributes:...
Not sure why it's empty but in your case, maybe an IComponentData would work best? public struct TestSceneRefs : IComponentData { public...
The LoadSceneAsync() method returns an entity that has a Unity.Tiny.Scenes.SceneData component. So yes, you could cache that entity somewhere...
Sprite2DRenderer.sprite is an Entity field so you can use option B and assign your sprite entities to it directly.
In the same sample, take a look at AllyShips.cs. It defines a IBufferElementData. Components cannot contain arrays so when you need them, you can...
That is a good way to do it! You can look at the SpawnAndDestroy sample, SpawnShipSystem.cs, it does exactly that.
The Component editor will be back soon. At the moment, you have to create components, structs and enums in code like this: public struct...
You can't have string fields in Components because it's not blittable data. If you know the max size of your string, you can use NativeString64,...
If you right-click in the Hierarchy window, you should have the option to create a Sprite, a Canvas and a Camera