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I've submitted multiple bugs on the issue, they get moved around and resolved by other bugs. Like it was a bug then I updated the repo case that...
Just wanted to say that I tried to re-open this bug and it got approved but the bug is logged as a memory profiler crash and not the ECS bug....
@cort_of_unity Unfortunately the error still occurs, and now it crashes the editor. I updated the test with 2022.2.0b8 and Entities 1.0.0-exp.8....
That's great news. This might be the simplest and most up to date repro of the error. https://github.com/nykwil/EcsRollbackTest
If there's anything I can do to help. I would happily iterate on the test case if there's a better way to implement rollback. This is the test...
Any chance the bugs around CopyAndReplaceEntities are on somebodies radar? https://fogbugz.unity3d.com/default.asp?1425370_sl2paqrmfhihfo0s...
@mfuad I hope you don't mind me tagging you here. I know during a hack-a-thon someone at Unity built a rollback system, just looking for someone...
I'm just going to bump this. I want to log this bug I would just like someone to say that this looks like a proper implementation of rollback so...
Attached the exceptions that get thrown. The first one is that the entities aren't being copied properly. ArgumentException: A component with...
If anyone could take a look and offer any feedback before I log the bug. I'd like to have the "proper" way to save and restore a world. I'm using...
I did log a bug about a year ago. It's a pretty minimal example in that bug. Hoping it was fixed with 0.50. And there's a few threads with similar...
Is there a special phase in the engine loop where you have to do this? Like maybe because I'm doing this in a monobehaviour update?
I simplified the code, just want to drill down to what I'm doing wrong. I removed the DestroyAllEntities. Is this what other people are using to...
Hello, I'd really appreciate some help with saving and restoring a world (to memory). I have a rollback networking solution and ECS is the perfect...
I've looked into many ways to do rollback, which is creating a copy of the world at a specific frame and then restoring that world and simulating...
Any chance this bug...
I created a simple repro for the bug and it is now logged but there hasn't been any activity on it....
I would also revisit your data structure. Do you need a giant matrix per entity? You can put arrays in shared components.
It super trivial to save and restore a world. toWorld.EntityManager.DestroyAndResetAllEntities();...
@JeffDUnity3D The article is old but the github for it that I linked is kept up to date and uses Google v3 billing API.