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Cool :) I will then maybe work on other aspects and will wait for it to arrive.
Thanks for the summary :) Do you know whether there is a chance in the future for the ECS renderer to support MaterialPropertyBlock out of the box?
To be honest, I was watching quite a few demos of ECS and they all underlined the ability of ECS to render many instances of the same entity. I am...
All of this is a hobby and a way for me to learn (I like learning by doing), so in general I am open to going all in with ECS. I think I will...
Thanks, Now I have a better idea how it's meant to work. I put the float3 formulae in a C# compiler for 0<i<20 and I got this x=-1 y=-1 z=-1...
No, I am much less experienced than that :) I use this https://docs.unity3d.com/ScriptReference/Graphics.DrawMeshInstanced.html. It does not need...
Thanks, I had a look, but I am afraid I don't understand the code very well. I don't like implementing in my game something that I don't fully...
The script is cirrently all MonoBehaviour, but I plan to put in practice all I learned in this thread to convert it to job+burst+mathematics.
Thanks, will have a look. I actually tried the Poisson Disc Sampling someone linked above (easily extendable to 3d) and it's really efficient and...
Hi, I did implement the Poisson Disc Distribution. It's a really simple, but clever algorithm and is very easily extendable to 3D. I had to tweak...
That's what I will definitely do now. I think that will be enough. Thanks a million for your help! I learned a lot about the job system. I hope...
Here are the timings. I used System.Diagnostics.Stopwatch. With Jobs and Burst: CreateGrid_useJobs=True 00:00:01.4183260;...
What I was most astonished was the difference that the Burst Compiler made to the running of the Job on the Oculus Go. It basically brought the...
Update from this evening: by eliminating the initial filling up of the NativeArrays and making them only as long as necessary...
Thanks, That's what I will be doing in the coming days. In parallel, I thought about the issue of the raycasting for creating the secondary grid....
I agree that the current algorithm is heavy and discards too many random shots, while the gradual relaxation of the threshold has the risk of the...
Thanks, looks interesting, will have a look.
Thanks for all the good advice so far! There is actually another important optimisation of the grid creation: I have a second algorithm that after...
Thanks, I had a look on Google and it seems quite interesting!
I got it working with the burst compiler and got really good results in the Editor:...