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I'm getting the same error too. Did you find a solution?
@scobi Has this always been the case? In a previous version, I did not include the delegate params in the WithAll<> and even though I was not...
Yes, but here AISystem will need to send a new "move instruction" in response to the event from the MovementSystem. If AISystem runs first, it...
So if I had 2 systems that executed in the following order - AISystem - MovementSystem AISystem will add a component to the entity which will be...
I'm trying to convert my existing codebase to use (hybrid) ECS and I'm wondering how to accomplish this - I have a Mover component with the...
Now I have a bunch of single MBs whose only purpose it to either reference a Scriptable Object containing data or directly contain data...
Thanks. I'm not sure if Addressables will be the right solution for me as the configuration data will change from scene to scene. I will look into...
I'm trying to convert my existing game to use ECS with the hybrid approach. Currently I have a bunch of 'configuration data' in the form of...
@kennux I'm working on a simple RTS as well using a deterministic lock-step approach. This is how I have implemented it. Let me know what you...
I'm trying to convert my game to use Hybrid ECS and I was wondering how to handle events and move code from my components into systems. In my...
We are planning to use variants to build assets for different locales/resolutions/platforms. However on adding different assets to the variants,...
The simplest solution seems to be: Create a TickSystem with a method IsCurrentUpdateATick(). All other systems will call this method to check if...
I want OnUpdate() to run as well. That will be used to execute code that does not need to be deterministic - such as animations and particles....
I am writing a deterministic simulation where there is a Tick() method on each system which gets executed 10 times per second irrespective of...
The problem with this is that if someone accidentally uses a physics related component somewhere in some scene, it will be difficult to figure out...
Can we use ECS with Unity 2018.1.0f2, or is the custom build still required? EDIT: Just saw that we don't require the custom build -...
Thanks, that makes sense.
In https://github.com/Unity-Technologies/EntityComponentSystemSamples/blob/master/Documentation/content/ecs_principles_and_vision.md, I came...
Having the ability to set both the install path and the download path would be great to have.
This happens in Unity 2017.1.0f3 as well. It's quite frequent however - every 15 minutes or so.