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Did you solve this?
Doesn't work for me either. Is this broken? I'm setting captureAllKeyboardInput to false in Start(). When the player loads I can't type into input...
You can store the the MaterialPropertyBlock on a ISharedComponent and have different ISharedComponents for different colors. Basically replaicng...
I would prefer that syntax over the first approach you proposed.
I would have expected something like CreateEntityWithComponents (params IComponentData[] args) but I guess that's tricky to get allocation free....
Ah, thanks. Although not very intuitive.
So the PostUpdateCommands allows you to CreateEntity(archetype) and it allows Set and AddComponentData(entity); What I was wondering is how do you...
As someone mentioned in another Thread you can have Arrays on ISharedComponentData
Will you adopt the standard code style for .net, or create your own variation of it? Is there a reference for it? If more and more unity code will...
Yes you could, but it would be a bit more unefficient since each time you add a new component the entity has to be moved to a new chunk that is...
You can create different worlds for different scenes.
Wouldn't be so much of a problem if I would have known that. :) THe hierarchy view is pretty useless anyway when doing pure ecs. Ideally this...
Ah damn. At home I'm limited to my Macbook's screen estate so in my layout i actually was tabbing between inspector and entity debugger window.... :D
No, i wasn't aware of that. Will check tonight. I thought I was only able to see entities/archetypes per system. Hm let me guess i can make the...
Makes sense. Thanks. What is the purpose of Entity.Version?
I'd say the latter, that's where the pointer jump happens.
That looks a lot like entitas. In Unity's scenario I would expect something like a [ChangedOnly] attribute that will inject only entities whose...
How is the data layed out if you have something like this: public struct A : IComponentData { public int value; } public struct B :...
@recursive nice. That CreateCommandBuffer method is really handy. That still doesn't solve my original problem with changing order between frames,...
As some people already mentioned I would really like to be able to inspect and maybe change the ComponentData for a specific entity. Also the...