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Here's the hack I am using to make the object field clickable while disabled in hierarchy public static void ForceEnableClickable(this...
IMO, just constrain on `unmanaged` type would be enough for blob. For those who need pointer in blob (or any context) they must use `unsafe`...
I am trying to bind a `SerializedProperty` of "managedReference" to a `VisualElement`, but it seems not supported yet and warning like: Binding...
You're almost there, instead of `NativeList<byte>` why not use `NativeList<float3>` struct Graph { public NativeList<float3> Points; //...
Just made this little toy for editing Blob in inspector. Have fun and open for any feedback/issues. https://github.com/quabug/BlobEditor [IMG]
It is not just naming, but also the way to design this kind of struct. Take this C++ struct as example, it is express "a list container of T with...
This feature is sure keep in my mind for awhile, I just too busy to implement it recently. Please post an issue or comment on related issue...
For those of you are eager to have generic type support on `SerializeReference`, here's my workaround solution:...
You can use `AssemblyReference` to access internal method in `Unity.Entities` [ATTACH]
It is absolutely biggest flaw for someone (include myself) looking for high performance solution, that's why I put it on the top of this list......
As @TheGabelle said if you have a static (fix-sized, not necessary to be immutable) tree, then you can put the tree into `BlobAsset`. And leave...
It is nonsense to limit us install Chinese version only.... I am working on port a unity game to switch. After upgrade unity to newer version from...
Besides that, the QueryMaskArray is also not set with the right mask between two worlds. [ATTACH]
Okay, seems I should use `World.DefaultGameObjectInjectionWorld.EntityManager` instead of `dstManager` from SubScene world to create mask....
I am trying to create a dynamic `EntityQueryMask` and store the mask inside a component data, that I could use to filter entities in system. It...
ticket: 1267604_lf7a5ohr9r1c2gi9 1. What happened `EntityQueryMask.Matches` on entity of sub scene always return false. 2. How we can reproduce...
In theory, it is not too hard to implement an immutable hash map based on Hash Array Mapped Tries. But it require a tree structure so you have to...
It ought to be very efficient to allocate blob on temp/tempjob? And in this case GOAP system should update all the reference of GOAPState after...
I don't think there's any trouble in ECS by using `[StructLayout(LayoutKind.Explicit)]` on any struct.
No, you are able to write any data into a blob asset, but it is hard (not possible?) to expand once blob has been allocated.