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The games I've worked on which used deterministic lockstep were veeeery CPU heavy, but they were RTS games with thousands of entities in the...
Great point, and some simd instructions aren't fully deterministic across different processors IIRC
Deterministic simulations across processor architectures is usually done with fixed point maths, it works but is generally slower than floating...
Great, thanks Josh!
Hi all, I read that Netcode for GameObjects can work with a community WebGL transport, but if I just so much as create an empty project and...
Thanks
So let's say I just want to remove the shared component for all entities in the batch, it can't just remove it from the batch, it still has to...
So using an entity query won't cause it change the the shared component for each individual entity (and therefore moving them to a new chunk) but...
Hi all, I was wondering about an efficient way to change or remove a shared component? I read that doing this per entity basically moves the...
Awesome, thanks - and this would be the recommended way to solve this kind of issue?
I can't disable RenderMeshSystemV2 right after adding the tag, because RenderMeshSystemV2 needs to update once to process the tag! Ahhh, I see,...
Yeah that worked, only issue is it only works for current entities and doesn't apply to any entities created later. But I guess I could write a...
No, I'm just creating some basic primitives which all use the built in material "Default-Material"
I tried this this.World.GetExistingSystem<Unity.Rendering.RenderMeshSystemV2>().Enabled = false; no dice :(
Hi all, I need to toggle rendering for a world on and off. Ideally, I'd like to avoid having to remove the rendermesh component from every...
In the intervening time I've just manually inserted my custom world's groups into the player loop, which also works and doesn't generate warnings....
Yeah https://github.com/Knightmore/MultiWorldBootstrap has the same warnings I was getting, however, it does still appear to work. Maybe you can...
Yeah so look, this adds the custom world groups to the default world groups which @Sibz9000 said shouldn't be done, and also generates the same...
Yeah I was following the instructions in system_update_order.md: In any case, I also tried adding my custom world's systems to the groups in the...
Reading system_update_order.md it sounds like the recommended way to do multiple worlds is to create the component system groups in the custom...