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It was pretty fast, actually. We took 2 weeks for research, 2 weeks for prototyping in Entitas and Unity ECS (it' was one of the very first...
Yep, we're obviously separating the view from simulation as much as possible we also have most of the logic in MVVM, so a middle ground is...
Having shipped a Unity ECS powered game over 3 years ago and next moving to a more traditional OO approach in a different studio, I can say that I...
great work. Unity should hire your to the 2d team :D
Decided to do something for fun on friday evening and ported my old AS3 pathfinder used in my games (Intruder Combat Training 2x and War Heroes:...
Love it man, super jelly!
In Spuds Unearthed we used a bunch of generic systems (like UnitStateSystem<T1,T2> T1- unit type, T2 state type) and components (ex...
At that time it was 'just working', didn't have any major problems. We used LWRP , no idea how it would work with Hybrid renderer right now. Our...
Thanks! Well, we held to the old version of ECS because the game was done when they released the new query api (The PC version was already...
Had a thread with this but here's a shipped PC/PS4 VR game based on early ECS (still with inject api): [MEDIA] [MEDIA]
I'm using UT in 2020.2 and it works fine. Make sure you're doing everything as intended in...
that's true, you could build only one mesh and refer instances and set their sharedmeshes to the one serialized (the mesh which is rebuilt on...
A native collection struct is just a pointer to native data, so what you did is making a couple of jobs write to the same data at the same time....
I'm no longer at the company but the game is finally coming to PSVR :D Finally a closure, i worked my a** off to make it run well on base ps4. I'm...
From my experience some systems that that don't take hundreds of entities and are processed in IJobParallelFor (or equivalent), and require a post...
I'm happy to announce that the game has been finally released on pc! (psvr in november, hopefully) here's the release trailer: [MEDIA] here's...
@Joachim_Ante good news! managed to enable burst on all of my jobs that support it in my version. Had time to think and made some crucial...
can't upgrade, after trying to switch to 2019.1 we loose all of our serialization. We simply don't have time to mess with that. I'm stuck with...
Check out a small tech demo i've prepared :) (il2cpp (burst in 2018.3 refuses to compile our systems so I can't use it, sorry @Joachim_Ante ;)...
Our game is not using burst, i'm converting some of the systems to utilize it, but some of them give me strange errors but i'm still on 2018.3 and...