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  • An error is thrown when Entities.ForEach has an argument that is a generic DynamicBuffer.
  • Fixed an issue where EntityManager's AddComponent(), RemoveComponent(), and CopyEntitiesFrom() methods threw an error if their input was a NativeArray allocated with Allocator.Temp whose length is more than 10 elements.
  • Fixed a DCICE002 error that was thrown during IL post-processing when Entities.ForEach contained multiple Entities.ForEach in the same scope capturing multiple variables.
  • Fixed an issue where an exceptions was thrown when inspecting an entity with a GameObject added through EntityManager.AddComponentObject.
  • Fixed paths displayed in IL post-processing error messages to be more consistent with Unity error messages.
  • Fixed an issue where a warning was treated as an error when Entities.ForEach passed a component type as value.
  • Updated package and to version 1.3.1-preview.
  • Changed Entit圜ontainer to write data back to the entity.
  • Updated package to version 0.6.0-preview.1.
  • Changed TypeManager.GetSystems() to return an IReadOnlyList rather than a List.
  • Optimized IJobChunk and Entities.ForEach ScheduleParallel when there is no EntityQuery filtering necessary (shared component or change filtering).
  • Changed the EntityQuery commands for AddComponent, RemoveComponent, and DestroyEntity in the Entit圜ommandBuffer to use Burst during Playback.
  • Changed the Profiler markers for Entit圜ommandBuffer.Playback from Entit圜ommandBufferSystems to include the name of the system that recorded the Entit圜ommandBuffer.
  • Updated minimum Unity Editor version to 2020.1.0b15 (40d9420e7de8).
  • AddWorldToCurrentPlayerLoop(), IsWorldInCurrentPlayerLoop(), and RemoveWorldFromCurrentPlayerLoop(): wrappers around the above functions that operate directly on the currently active player loop.
  • RemoveWorldFromPlayerLoop(): removes all systems owned by a World from the provided player loop.
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  • IsWorldInPlayerLoop(World, PlayerLoopSystem): searches the provided player loop for any systems owned by the provided World.
  • AddWorldToPlayerLoop(): adds the three standard top-level system groups to their standard player loop locations.
  • AppendSystemToPlayerLoopList(): adds a single ECS system to a specific point in the Unity player loop.
  • Added new player loop management functions to the ScriptBehaviourUpdateOrder class:.
  • Added MaximumDeltaTime property to FixedStepSimulationSystemGroup, used similarly to to control how gradually the application should recover from large transient frame time spikes.
  • This is a variant of IJobEntityBatch and provides an additional indexOfFirstEntityInQuery parameter, which provides a per-batch index that is the aggregate of all previous batch counts.
  • Added new IJobEntityBatchWithIndex job interface.
  • Note: EntityManager will get equivalents in a future release. These remove multiple components in one call.

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    Added new Entit圜ommandBuffer methods: RemoveComponent(Entity, ComponentTypes) and RemoveComponent(EntityQuery, ComponentTypes).

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    Note: EntityManager has an equivalent of the first and will get an equivalent of the second in a later release. These add multiple components in one call.

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    Added new Entit圜ommandBuffer methods: AddComponent(Entity, ComponentTypes) and AddComponent(EntityQuery, ComponentTypes).








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