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I have a bunch of extension classes for each type of native container to handle this for me. Just copy paste the following for each native...
I had a similar issue where I wanted to ensure a group of systems in fixed update were executed every frame. I just set a bool on the group...
I can't seem to find an overload of EntityCommandBuffer or EntityManager that allows mass resetting the state of a component to 0. Am I missing...
I need to export data from ECS into an array or dynamic buffer to allow for faster processing by other systems. I want to limit doing this to...
My hesitancy with using that method is that I would have to be changing entity archetypes whenever an entity needs to be reprocessed. If the...
With computationally heavy stuff like pathfinding and AI I don't want multiple entities processed in a single job. It could end up with a perfect...
My current naive implementation loops through the entire smaller array from 0 to length and calculates the position in the larger array every time...
What would be the best way to copy 1 smaller 2d array to a larger 2d array? [ATTACH] Just say I had a large 2d array( red) (index = width * y +...
Have you tried adding 'Dependency =' to the front of your job? If you explicitly specify the job handle for a job I believe you need to store it...
Those options never saved correctly a long time ago and I don't think I've trusted or used them since. I should give it a second chance..
Every single one of my burst jobs is tagged that way.... It's kind of tiring and annoying when you forget. I feel it should be the default option.
Great idea. Memory footprint of the current tile cost would be 1/32 of the whole map and the checks would be cheap too. Thanks again. After...
Yeah my nodes have passability, connections and costs etc specified/read from a single int. I can't quite use a single bit to respresent the...
Yeah I was considering using the Assume intrinsic over explicitly vectorising my code, but I have a feeling vectorising manually will be faster....
Just looking into optimising reading and processing my map/navigation graphs. These are currently 1D arrays of bit packed integers accessed by...
Yep that was the problem. I have a single ECB system at the start of my fixed update that does all the heavy lifting. I downgraded from...
Recently reworked my project to have all of its game related stuff updating in fixed time step. When I set timescale to 0, the game pauses, and...
Having looked through the code some more, it seems that I'll just have read the nearest frame manually to ensure this doesn't happen. EvaluateClip...
I'm setting hash values in float curves for sprite swapping, and the curve values are set to constant. Works perfectly fine except for right on...
The graph is mutable, and changes relatively often. For anyone else looking for the solution it looks like it's quite simple. UnsafeMultiHashMap...