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Out of curiosity, how do you plan on syncing all across 10 players? I'd imagine that the bandwidth needed would be huge unless you opted for some...
Unfortunately not. For example, If I just change: query.CopyFromComponentDataArray(nat); Into Entities.ForEach((int entityInQueryIndex,...
query = GetEntityQuery(typeof(Translation)); var nat = query.ToComponentDataArray<Translation>(Allocator.TempJob); for...
Yep, you were correct. Thanks!
I'm getting some weird artifacting with Hybrid 0.10 v2 and URP 9.0p.72 on Unity 2020.1.6f1 I'd use URP 10 but it gave me a bunch of errors. The...
So while working with ECS on my spare time I'm still having a really hard time readjusting my way of going about solving things in non-OOP-land. I...
Oh okay, I wasn't aware that it interlocked based on the key. That's unfortunate.
[IMG] Quality turned out bad, but the one on the left takes 2.00ms vs 1.22ms. hashmap is a NativeMultiHashMap<int, Entity>(50000,...
So let's say that I've got a Nativemultihashmap<int, Entity> with the int being some arbitrary hash. Now I can't for the life of me figure out...
Hey, I'm just getting back into ECS and haven't really kept up with the API changes for the past year or so. What are the best practices and/or...
Mind giving a short demonstration on how you go about writing the results to the components in a performant way? I've always struggled with this...
Yeah, that's negligible. Nice. I was thinking, is there any room for using stackalloc here? You mentioned earlier that you were malloc'ing / frame...
This is so good. I'm curious of how the performance is on a small number of entities and tweens (20-50) in comparison to a larger amount,...
We all know that it's a bad to add or remove individual components and that you're better off batching as much as possible. But consider the...
So then you can call methods outside of the job after it has finished running or am I understanding it wrong?
https://github.com/fmarqvardt/ECS-EntityOverhead There you go, sorry about the delay. Removing the hybrid renderer it seems that the...
I'll upload one once I get home. I did get the same results using just this code in a new project, latest beta, latest package releases: public...
I just noticed that it was the RenderMeshSystemV2 who ate up the resources. Apparently it processes entities with just LocalToWorld and...
So yesterday I was toying around with ECS, made 1 million cubes move around with a single system at a steady 50fps, good stuff. So it got me...
I'm trying to wrap my head around on how to structure and manage a pure ECS project. More speciically I've been trying to figure out the best way...