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...access to the inspector attributes presented in theAttributes
section of theManual \\ ECS
page.
It is then possible to add extra data to the Component...
section of theManual \\ ECS
page.
It is then possible to add extra data to the Component...
...For a comprehensive explanation on events and callbacks, refer to the Quantum ECS > Events & Callbacks
page in the Manual.
From Quantum, a system can...
page in the Manual.
From Quantum, a system can...
...Hierarchy
In ECS the concept of entity/GameObject hierarchy does not exist. As such entity prototypes do not support hierarchies or nesting.
Although child...
In ECS the concept of entity/GameObject hierarchy does not exist. As such entity prototypes do not support hierarchies or nesting.
Although child...
...SimulationConfig
The SimulationConfig holds parameters used by the Quantum ECS layer and inside core systems like physics and navigation. See the related system sections...
The SimulationConfig holds parameters used by the Quantum ECS layer and inside core systems like physics and navigation. See the related system sections...
...Getting a component using TryGet
in Quantum is very fast O(n) because Quantum uses a sparse set ECS.
Press build (ctrl + shift...
in Quantum is very fast O(n) because Quantum uses a sparse set ECS.
Press build (ctrl + shift...
...SimulationConfig
Assets/Resources/DB/Configs/SimulationConfig.asset
This config file holds parameters used in the ECS layer and inside core systems like physics and...
Assets/Resources/DB/Configs/SimulationConfig.asset
This config file holds parameters used in the ECS layer and inside core systems like physics and...
...Changed Primitive Type Array Generation (Breaking Change)
ECS: New Entity Life Cycle
We introduced a reasonable amount of states to the Quantum entity that...
ECS: New Entity Life Cycle
We introduced a reasonable amount of states to the Quantum entity that...
...developed by the customer as an isolated pure C# simulation (decoupled from Unity) using the Quantum ECS.
Besides providing a framework for how to...
Besides providing a framework for how to...
...Player Index vs PlayerRef
The PlayerRef
is a wrapper for the player index
in the Quantum ECS. The PlayerRef
is 1-based, while player...
The PlayerRef
is a wrapper for the player index
in the Quantum ECS. The PlayerRef
is 1-based, while player...
...a PhysicsBody:
- Transform
- PhysicsCollider
- PhysicsBody
The PhysicsBody Component
- Transform
- PhysicsCollider
- PhysicsBody
The PhysicsBody Component