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Unity ECS

「We went completely nuts, and code the engine again from the ground up.」...or so the Unity CTO said on stage. Are you up for the new challenge?

Minimum main thread block with Async overload
Unity ECS

Minimum main thread block with Async overload

There are 3 interesting methods on EntityQuery that has an overload with out JobHandle : public NativeArray<ArchetypeChunk> CreateArchetypeChunkArray(Allocator allocator); public NativeArray<ArchetypeChunk> CreateArchetypeChunkArrayAsync(Allocator allocator, out JobHandle jobhandle); public NativeArray<T> ToComponentDataArray<T>(Allocator allocator) where T : struct, IComponentData; public NativeArray&