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running into errors with HDRP Is HDRP not supported?
Since ECS and burst already uses unsafe keyword, would I be locked out of deploying on certain platforms when I use it as well? I am not that...
I have a large IComponentData struct with over 30 floats that I want to iterate using index. I see that float4 has this capability but is made...
Let's say I have some pathfinding workload that I want done over multiple frames. So I have 12 chunks of entities and I iterate one chunk per...
let's say I have entities A-B-C in a parent child hierarchy. What is the best way of repeatedly instantiate that group of entities with hierarchy...
it is to my understanding that the "instantiate" wording means it is to be used with the new prefab component, so the code you provided will not...
While pouring through transform system code, I noticed something likely a bug when a child have only scale component. Following is transform...
Is there plan to add support for checker board rendering with HD render pipeline, and possibly integrate it into TAA?
Will add/remove ISystemStateComponentData also trigger reshuffle? It seems to me that ISystemStateComponentData is system bound rather than...
Let's say I instantiate entities sharing the same sharedcomponentdata value, do they retain their order when I inject them into systems? If yes,...
I think a new render pipeline will benefit quite well from checkerboard rendering techniques to truly push performance, is it planned? Or we have...
It has nothing to do with parallel for write restriction, I am not doing anything funny with index. And it works fine without burst.
public struct CopySharedData<T> : IJobParallelFor where T : struct, ISharedComponentData { [ReadOnly] public...
The isharedcomponent struct simply contain an enum, so i suspect the list is related to sharecomponentdataarray. Since there is no error when...
Reading from SharedComponentDataArray in a burst compiled IJobParallelFor job trigger following error in editor: "...
scenario: I have a tons of entity with the same meshInstanceRenderer and I need to change their material at the same time frequently. Since...
currently the only way to attach a fixedarray to an entity is through entity manager, needless to say that is not that useful.
How to add or resize fixedarray to an entity without involving entitymanager?
the error "InvalidOperationException: The NativeArray has been deallocated, it is not allowed to access it" will be throw when running the...
My entity needs to hold references to multiple entities like a hierarchy structure. I've tried to attach fixed array but it shows...