A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
For those interested, I have been experimenting with offloading computations to a compiled Rust binary, since Rust's f32 type is guaranteed to be...
Looking to make character hitboxes in a similar way. A tutorial for this would be great.
Thanks for the swift response! Non-determinism as a result of multithreaded code or use of non-determinsitic data structures is a given, but...
It's been over 3 years since the start of this post, and still no sign of this feature landing in any near or even far future of Burst. Things...
This is for a hobby project of mine, and unfortunately I haven't had any time since to try my hand at this. It'd be great if this had official...
Ah so it's just like the MDN documented visibility CSS property. That's good to know. Alright. Thanks for the snippet. I had previously just...
Oh thanks for such a detailed response, on the weekend too! I was banging my head against the CsReference code and even going as far as to try to...
[ATTACH] I'm trying to make my own state machine editor for controlling character animations (This is for a custom DOTS ScriptableObject with...
My main request that hasn't already been mentioned (clear and consistent messaging, regular updates, etc) is direct community engagement in the...
To my knowledge, this is exactly what Burst, using FloatMode.Default and FloatMode.Strict, does. Even then due to architecture differences, you'll...
One note about this is that RyuJIT doesn't deliver on one of the other promises of Burst: determinism. It's a critical feature necessary for some...
Perhaps I'm not being clear enough in the wording. I'm well aware of what is done in the player loop on the main thread. The main issue is that...
There have always been oddities with the Unity API and thread safety checks. Jobs do not have mutexs and sempahores for synchronization control,...
Burst doesn't support reference types. That includes Dictionaries. If it's absolutely required, I suggest creating a Native(Multi)HashMap and...
Everything I provide here is from the perspective of a programmer/software engineer. Take with a grain of salt. tl;dr: Entities has the makings...
You may need to copy the dynamic buffers into NativeArrays before passing it into ForEach.
Thanks for the suggestions! Re CopyTransformFromGameObject: It's not documented too well. I have some questions: Does it only apply to a given...
Yes, it's a fluent interface. It should support stacking multiple With* statements before the actual ForEach call.
However, invoking the Playables API is bound to the main thread, and multiple graphs cannot be evaluated concurrently. I'm not sure if DOTS...
Due to the fact that Unity Physics is stateless, it might be better to just write directly to the Translation component. Rigidbody.MovePosition...