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Heck yeah, this is good news.
So what if you need to run something on the fixed update loop but have a high frame rate? Should you not be starting any jobs in fixed update? It...
Haha of course right. I just skimmed your message instead of reading it. It's annoying that this problem has been in Unity for almost 5 years now....
Unity uses these jobs inside their own code. Probably why this message is showing up.
If 4 rendering frames are executed between your fixed framerate you are going to get that warning. Interesting that it is not showing up in build....
Oh good, I am glad they have put that in. I haven't been following ECS as closely as I had before.
I am pretty sure URP is the only way to do ECS graphics.
I am really glad that Apple is getting serious about gaming with their ARM chips. This is exciting since at the very lease a M2 chip will be...
Thank you so much. This is such an awesome feature added!
Huzzzzah, they finally did it!
There is sort of a strange issue that if you pass something by struct and then dispose it, the original struct won't have changed the "IsCreated"...
You are awesome, that is exactly what I needed. I had no idea that existed!
Hi, I need to do a hacky callback method in order to make sure my VR rig works properly in ECS. I need to call some code just before the render....
Wow, once again @wwWwwwW1 you have come to my rescue. I am so bad at shaders I had to learn the simplest stuff just to get this working. I had...
Haha, me too. Many shaders are hard.
This was not a dumb question. I am looking for the exact same thing. Although I feel like there should be an easier way to do this directly in the...
I could see some situations where having more than 128 entities per chunk would be needed. If you had a double linked list entity path which had...
Look at this now, I've moved away from creating allocations inside Jobs. If you have a lot of allocations inside a job, it can really extend the...
Okay cool. Thanks for the clarification. I guess 128 bytes isn't that much data for an entire entity. Hopefully I don't run into an issue where I...
Whoops, wrote this too fast. Yeah that is what I meant. 128 entities per chunk? What if the chunk has no enablable components. Is this limit still...