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Further testing indicates that EntityManager.EntityOrderVersion should be used instead. This is documented as being incremented on every...
So if I understand you correctly. The above could happen if a structural change happens from outside a system. In that case the handle will be...
TL;DR: The documentation for GlobalSystemVersion is either wrong, or the ECS package is buggy and doesn't update the GlobalSystemVersion when it...
This is more of a feature request because I don't think this is available right now. But please, Unity devs, it would be amazing to be able to...
That's a nice pattern! Though, I am a bit worried about causing excessive fragmentation by using a bunch of long-lived GCHandles. Not a problem...
Currently, the entities package does not allow accessing managed components from multiple threads. I am wondering if there is any way to work...
Hi I've been trying to squeeze as much performance out of dynamic meshes as possible. This has lead me to using Mesh.GetIndexBuffer() for...
I have a script that needs to render things in world space *after* post-processing effects. This works perfectly using a custom HDRP pass with...
@Ramobo Ah, thanks! It was indeed quite some time since I updated that page. I'll see to it that it gets updated. Local avoidance and recast are...
@Slowin It should be compatible with 2020.2 I think. Do the example scenes work for you?
Awesome! Thank you!
Hi I have a bit of an issue with the RenderPipelineManager.endCameraRendering callback. What I am trying to do is to render a few additional...
@Peter77 That warning is a bit annoying to get rid of. I want my scripts to be compatible with multiple versions of Unity, and it's very hard to...
@Peter77 Interesting, those are definitely reasonable warnings, however I do not get them when I compile the project. Possibly Unity uses a...
@indieDoroid sent you a PM
Hi Since you posted in the other forum as well, I answered there:...
@wood333 That will work just fine. They will not interfere in any way. A* pathfinding project does not know anything about the unity system, and...
@pourya011 That doesn't sound like pathfinding at all as everything is defined by the user. It is outside the scope of this package.
@tetetete There is no built in functionality for voronoi grids or selection, however if you have one you can use this package to do pathfinding on...
Hi @malkere With a 256x256 graph you might run in to performance issues. I recommend keeping it below 200x200. Especially if you are going to use...