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Quesiton about where the Stencil Buffer fits in this context. To me it seems that when you do a scriptable render pass and use a blit with...
I can get an object to render to the stencil mask, but what's the best way to get specific effects from the post processing stack, to react to a...
`EntityCommandBuffer.ParallelWriter` is meant for multithreaded jobs and requires a `Execute([ChunkIndexInQuery] int ciq`. Which you can't do in...
Ok thanks. I was thinking I was missing some hidden "don't run on rateUpdate change" setting for IRateManagers or UpdateGroups. This default...
It appears to me that when you update your custom variable rate ComponentSystemGroup, you instantly trigger the OnUpdate of the systems that...
Hey, sorry to bother, but I've been looking everywhere for usage example on DOTS 1.0 for how to run an `ITriggerEventsJob` These no longer exist:...
But how do you change the non-uniform scale if you shouldn't use localToWorld? ah, like this:...
What I am still struggling with, maybe I am dumb, is the crux of the matter: how do you get a reference to the camera (which is in another scene),...
1. No, that basic 101 syncing example is not what I asked for. That example instantiates a game object already in the entities subscene, and...
The ECS samples is a great repo, but kind of gave up on HelloCube specifically, because it's too basic / suboptimal. E.g. it doesn't use command...
What I ask might not be very directly possible, but it illustrates I want to get data from a unity Main Scene gameObject (in this case actually...
Yeah alright, good examples. But it would be nice to also be able to bake onto system's entity directly. Hmm would be nice if you could, in an...
I was concerned with memory management even on the stack, when e.g. you create 1000 entities, then destroy them, but you know you will need them...
Oh is that right? I was looking at the now removed [GenerateAuthoringComponent] which was known to not support ISharedComponent. Thanks! While...
Fair, I mean you can't make a Mono Authoring for a ISharedComponent -- the baker doesn't recognize it; so you can't "put it on" a gameobject or on...
Yes, profile the game. But my question was in general how do you guarantee constant memory usage, in a paradigm where you can't pool, and unity is...
Just gamedev ux / dissonance wise: Why can only "arbitrary" types of components be seen in prefabs, while others only added from code? I suppose...
Hi guys, it's me another necromancer. For compliance reasons and general good dev practice, it's often good to know just how much memory your...
Aaah, so "ISharedComponent" triggers some sort of internal database sorting / id'ing. I thought it just slowly goes through all entities and...
I know you should avoid cache misses. E.g. accessing random entities en masse is bad. I know you're supposed to query entities by using "Tags". I...