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This will be in the next release.
The InvalidCastException should be fixed in the next version of Properties (which the next version of Entities will depend on).
An improvement for viewing dynamic buffers will be in an upcoming release. They are now paginated, so they don't take up too much space regardless...
Since DynamicBuffers often contain enormous numbers of elements, and because we can't nest scroll views within the Inspector's scroll view, the...
This is addressed in the next release
Thanks! Please file bugs using the bug reporter. They will make it to the ECS team.
Thanks, I've added an issue to track this.
Please submit your project along with a bug report so we can take a look at what might be causing the issue.
Command buffer playback is not currently significantly faster than accessing the EntityManager on the main thread. The key advantage of command...
Can you please file a bug with reproduction steps and a stack trace in text format?
The solution you describe sounds good to me. Systems shouldn't react to one another so much as react to the state of your data.
This is a bug. Thanks for reporting it!
I recommend trying to keep the entire state of your game in Components. This lets you reason about your game's behaviour more easily than if you...
Good, yes. I am planning on making all the dividers draggable.
Just so we're clear: this is the exact same issue?
The Mathematics package is a dependency of the Entities package. You can see this if you view the package.json file of the Entities package. I...
Adding and removing components is relatively cheap in our ECS, and it's a natural way of changing states or behaviour for entities. It's not free,...
Our goals of cross-platform determinism and a package-based player mean that eventually it will make sense to run on a server.
I'm not able to reproduce this issue in preview 11. If you are still encountering it in preview 11, please file a bug and I'll take a look.
In the mean time, a workaround is to use ComponentArray<RectTransform>, and access the GameObjects from their components if you need to.