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Overloads for ComponentLookup.HasComponent, ComponentLookup.TryGetComponent, BufferLookup.HasBuffer, and BufferLookup.TryGetBuffer adding parameter out bool entityExists, as well as dedicated ComponentLookup.EntityExists and BufferLookup.EntityExists APIs, to allow user-code to distinguish entity non-existence from component non-existence without additional boilerplate, inside jobs.
Add API docs discouraging the use of the ExclusiveEntityTransaction.EntityManager property. Many EntityManager operations are not safe to use within the context of an ExclusiveEntityTransaction; only the methods directly exposed by ExclusiveEntityTransaction are guaranteed to work correctly.
Add API docs discouraging the creation of EntityQuery objects with multiple query descriptions. This feature works in narrow contexts, but is known to cause errors and incompatibilities with other DOTS features.
Add API docs to note that enabling and disabling components inside IJobEntityChunkBeginEnd.OnChunkBegin() does not affect the entities iterated in the current chunk, as its chunkEnabledMask has already been computed.
Zero-size IBufferElementData and ISharedComponentData structs no longer cause the TypeManager to throw during initialization. Zero-size buffer and shared components are usually a sign of pointless waste (especially buffer components, which have a significant chunk-memory cost even if the actual elements are empty), but they shouldn't cause a fatal error.
Fixed
Various SGICE002 errors that happen if you type invalid C# code
Various SGICE003 errors that happen if you type invalid C# code
NullReferenceException on UnityObjectRef after Asset Garbage Collection (This fix requires editor versions 2022.3.43f1 and 6000.0.16f1 and beyond)