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You might very well be right. I haven't had much opportunity to test it unfortunately since I got a new job not long after I wrote this and have...
Hey, I had put a license file in the repo... I guess I never pushed it up to Bitbucket. It's been pushed now. Creative Commons Zero, you should...
I've only been using DOTS for 16 days... but that sounds appropriate to me.
I'm confused about sharing a NativeArray (or other NativeCollections) between multiple SystemBase systems. In other threads I read that a common...
This is by design. IComponentData structs should only contain blittable types. If you want to make changes from your authoring to what's stored...
But.. then don't they share all the triggers and variables too? Sounds like a nightmare.
EntityManager.GetComponentObject<>() is probably what you are looking for. It can access things like MonoBehaviours which are hidden by...
I put together a little package for tracking the mouse DOTS style. You can find it here....
Ok, this makes sense to me now.
Seems like it's good practice to have the system that's writing to a native container be the one that owns it. Can you write data to another...
Would you please expand on this? It seems like a really useful thing to have, but my current grasp of DOTS isn't quite there.
Sweet, thanks.. I guess I should have looked harder first
Can you create a subscene at runtime? This is purely hypothetical. Lets say you want to do a massive procedural generation of the world during...
Hidden wizardry... How are you supposed to know that? Is it in the documentation somewhere?
Yeah, it's checked... and they aren't auto loading when I press play.
I'm not sure if this is a bug or I'm just confused. If I close a subscene for editing, it doesn't seem to get loaded when I press the play...
Thanks, that's exactly what I was looking for.
Quoting brunocoimbra... "It is just a simple mechanism to use an EntityQuery with an individual entity instead of dealing with an array of...
Is there a good way to remove the LocalToWorld, Rotation, and Translation components that are automatically generated from game objects in a...
You can make a component for your settings data, put the [GenerateAuthoringComponent] on it and put it in your scene. Then you can edit all your...