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Is the Collision Response set to "Collide Raise Collision Events" on the Physics Shape Authoring Component?
You want to add the PostTransformMatrix component. If you want to apply the effects of the transformation to the children of the entity (if it has...
If you using 2021LTS or later and using Deferred Rendering (as opposed to Forward Rendering) you aren't limited to 1 realtime directional light...
I'm using 1.0-exp.13 and the result is the same
I have noticed that if you add a GhostAuthoringInpectionComponent to a child of a ghost, the Translation and Rotation are set to their default...
You have to call state.CompleteDependency(); before running a job in a struct implementing ISystem
Perhaps we should have a DynamicBuffer.ReadOnly type like with NativeArray for querying dynamic buffers we only want to read from.
I'm pretty sure you have to fetch the collision world every update. See if moving collisionWorld = buildPhysicsWorld.PhysicsWorld.CollisionWorld;...
You can create an authoring component and attach it to the prefabs you don't want transform components on. public class RemoveTransformAuthoring :...
I'm pretty sure you need to add [ReadOnly] to the physicsWorld field of your job
What you're experiencing isn't exclusive to the Input System package. For 2021 or later, you can only conveniently access "verified" packages....
You can edit the package.json file manually to update to 1.4.1
I read the changelog for 1.4.0 which mentions that it added mutually exclusive handling of modifiers (which is the main problem my package...
What version of the Unity Editor and Input System are you using? I know that the latest version of the Input System (1.4.1) introduces breaking...
Yes. That is what I was trying to imply with point 7. It should look like this if you set it up properly (make sure you add Invert Processors to...
You can create two structs implementing IComponentData. Author one scene to have an entity with one of those components and the other scene to...
Not before the ECB that instantiated the entity is played back
Yes
I have a package from github that you can use until 1.4 drops. Just go to the Package Manager Window, click add package from git url, and then...
I'm pretty sure if you're sending commands to remote clients, you need to use: [GhostComponent(OwnerSendType = SendToOwnerType.SendToNonOwner)] To...