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Need System.Range and Index!!!!! This is soooooooo useful
The Parent Child Orientation problem fixed, in 0.1.0 version. But ChildEntity(with Collider) doesn't move with it's Parent. First runtime is with...
I just wait for next Physics Update. Now I'm using my own FollowAnchorSystem to move colliders in temporarily. Move your childEntity(with...
I'd already done that also. It doesn't work.
Yeah. I agree. And also change the position with script is not working too. In my guess, there's some basicSystem that control collider's position.
Really Thank you for reply. I mean, when make entity's collider which has parent, collider's world position is 'entity's local position'. 1....
parent-convert_entity |_child-convert_entity, physicsbody, physicshape In playmode, collider’s position is (0,0,0). Not related with child’s...
It is working great on editor. This is log file. And link.xml. <linker> <assembly fullname="Unity.Entities" preserve="all"/>...
This is perfect. Appreciate!
I’d read packages. But I cannot still understand howto use TriggerEvent and CollisionEvent. And neither BlockStream too. Plz help. Am I miss...
Yeah, you are right. The problem was not PhysicsWorld. I should to get PhysicsWorld in OnUpdate. Not OnCreateManager. thx. But Rayblaster is for...
I also checked ms too. I think i expect too much about ecs physics. after all, i change the logic to checking distance by player.
Package comment makes sense better. And idk why i couldn't think about looking into package...i'm...fool.. ps. plz edit that doc page inform.
Yeah. That is weird point for me too. But in the Manual. https://docs.unity3d.com/Packages/com.unity.physics@0.0/manual/collision_queries.html...
First, it worked thx. But only 8fps in parallel job. Do you have any idea of distance detection with unity.physics? Should i make my own...
Routine > Check if player is near enemy (CalcalateDistance) > Check if enemy can see player (Raycast) i used ComponentSystem,...
I've struggle with this 2 days..... and finally figured out that there is miss naming with 'PhysicsShape' Script. In CollisionFilter part....
I found the problem. This is dependency problem or job order. My flow is like this > Do Collision Check (Collision System) > Do Damage Check...
Editor Crash when subtract. It is ok for add. Am i wrong? struct DamageWork : IJobParallelFor { [ReadOnly] public...