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I've been able to reproduce in Classic renderer as well. However, using explicit SV_InstanceID does work for Classic and URP. Shader...
I'm probably doing something wrong, but I'm using the DrawMeshInstancedIndirect with MonoBehaviour example verbatim from the docs:...
Thanks, I'm aware I can do that, was just hoping there was a system in place for automatically exposing parameters.
I have a compute shader with a number of parameters I would like to be able to adjust in the Editor's Inspector. Obviously I can write a...
I have multiple entities 'attacking' other entities. Each entity can attack only one enemy, but a single entity may be attacked by multiple other...
Ah, I can use generics, though I don't know if this is much faster.Also I cant; use Buffers as args i the lambda. protected override void...
The docs and package test code don't actually have an example of accessing and modifying component data in a ComponentSystem using...
I have system which uses the LocalToWorld of an object A that has moved on the same frame to set something on B. I find that if I set the...
Thanks! I knew it was straightforward, I just lost my notes for it.
I feel like I knew this, but much searching has not produced an example to refresh my memory. In an IJobChunk or IJobParallelFor, given the chunk...
Maybe you’ve already realized this, but a system can have multiple queries and multiple jobs. So, you can still have a job that handles...
Fantastic input, thanks all, and especially thanks for the example code. A member variable makes sense here - I was unsure of the safety of using...
Ok, got it working as a DynamicBuffer on a Singleton: [Serializable] public struct FormationSingleton : IComponentData { }...
I think I got the creation part figured - you have to create a 'tag' IComponentData, then add the buffer to that entity. In this case I created an...
I want a large, parallel-readable table of float3s, FormationOffsets. It is built at runtime game launch, and then not modified. I have many (low...
Thanks, that makes sense.
I worked around this for the moment by moving the EntityManaget.RemoveComponent into a ComponentSystem (not Job). Maybe that's more appropriate...
It appears that creating queries in OnCreate interferes with the automatic generation of a query from IJobForEach. I am creating a query on the...
At the moment it appears that adding components on the main thread with EntityManager.AddComponent(query, type) is more performant that doing it...
I just worked through a similar problem and ended up using SharedComponent and IParallelFor with chunks to streamline processing:...