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Hello, I have a question about BossRoom. Unity used the messaging system for ConnectionResult and SceneChanged here :...
Also waiting on HDRP shaders for TextMeshPro. Will that work with VR also ?
Hello. Is it possible to use Prefab Link with Blender ? Importing a fbx without loosing reference or scripts in Unity ? Thanks
With SystemBase I don't think you need the [AlwaysSynchronizeSystem]
Hello, I'm currently pre loading and instantiating all my assets at the begin of my game, and I store them in a Dictionary. private...
No problem ;) always good to have other feedbacks. I will keep your solution in mind for the future. It's interesting but you can see that it's a...
Also after thinking about it. If I have only one "Fake World", even a small change will affect the chunks / creating sync points, invalidating...
I don't have a specific count for the number of Worlds or Entities the game could have at the end. I think that you're right, I guess it's...
I'm not using multiplayer. I just have multiple custom worlds. I remove Rendering and Transform Systems on the world that is not currently shown...
The gain was in a Build from 40fps to 100 fps. I know the editor has a lot of overhead. I use Unity.Mathematics, yes Maybe your Jobs are used in...
I'm using Burst everywhere. For the sync points, I'm trying to avoid them, but in the current state of the debugging tools, it's also hard to...
Maybe it's really specific to my case, but Scheduling the job was indeed taking more time that just using .Run(). I'm not saying that you NEED to...
Hello everyone, I wanted to share my experience with ECS with you. I spend a lot of time reading documentation, forum, best practices, etc......
Everything that was said :) mostly this 2 !! Systems triggering sync points as well as the cause of those sync points Selecting entities in scene...
Any news on that issue ?
Hello, I'm using Addressable to load Prefab at runtime based on a Label "Factory" [ATTACH]...
Hello, I just updated to the latest version of Entities 0.9.1. I have issue with a setup that I used before. Here is my groups setup:...
I have a similar case like you, this is what I did: [UpdateBefore(typeof(TransformSystemGroup))] public class FactoryGroup : ComponentSystemGroup...
Here is the script: using Assets._Project.Scripts.ECS.Factory.Grid; using Unity.Entities; namespace Assets._Project.Scripts.ECS.Factory.Conveyors...
Some more info with the same setup. I don't have an error if I check "Jobs > Burst > Native Debug Mode Compilation" And sometime I have also...