maxartz15 / vertexanimation Goto Github PK
View Code? Open in Web Editor NEWVertex animation baking tool, shaders and animation system for Unity DOTS/ECS.
License: MIT License
Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS.
License: MIT License
When I use EntityCommandBuffer to Destory the Parent and LOD entities, It cause the error as following:
IndexOutOfRangeException: Index 33 is out of range of '33' Length.
Unity.Collections.NativeArray`1[T].FailOutOfRangeError (System.Int32 index) (at <3631fb7a903940d29845b8847b40e18e>:0)
Unity.Collections.NativeArray`1[T].CheckElementReadAccess (System.Int32 index) (at <3631fb7a903940d29845b8847b40e18e>:0)
Unity.Collections.NativeArray`1[T].get_Item (System.Int32 index) (at <3631fb7a903940d29845b8847b40e18e>:0)
Unity.Rendering.SimpleCullingJob.Execute (Unity.Entities.ArchetypeChunk archetypeChunk, System.Int32 chunkIndex, System.Int32 firstEntityIndex) (at Library/PackageCache/[email protected]/Unity.Rendering.Hybrid/HybridV2Culling.cs:344)
Unity.Entities.JobChunkExtensions+JobChunkProducer`1[T].ExecuteInternal (Unity.Entities.JobChunkExtensions+JobChunkWrapper`1[T]& jobWrapper, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) (at Library/PackageCache/[email protected]/Unity.Entities/IJobChunk.cs:370)
Unity.Entities.JobChunkExtensions+JobChunkProducer`1[T].Execute (Unity.Entities.JobChunkExtensions+JobChunkWrapper`1[T]& jobWrapper, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) (at Library/PackageCache/[email protected]/Unity.Entities/IJobChunk.cs:337)
My code is like following:
var ecb = _ecbs.CreateCommandBuffer().AsParallelWriter();
var pos = new Vector3(data.attack_pos.x, 0, data.attack_pos.z);
jobHandle = Entities.ForEach((Entity entity, int entityInQueryIndex, in EnemyNavComponentData data, in Translation t, in DynamicBuffer<Child> children) =>
{
var distance = Vector3.Distance(t.Value, pos);
if (distance > data.radius) return;
ecb.RemoveComponent<EnemyNavComponentData>(entityInQueryIndex, entity);
for (int i = 0; i < children.Length; i++)
{
ecb.DestroyEntity(entityInQueryIndex, children[i].Value);
}
ecb.DestroyEntity(entityInQueryIndex, entity);
}).ScheduleParallel(jobHandle);
jobHandle.Complete();
Fresh new installation on Unity 2021.2 and 2021.3, shader has issues which prevents animations from working.
After doing some digging, it appears this has do to with the per hybrid instance option.
https://forum.unity.com/threads/shader-graph-shader-produces-strange-error-in-unity-2021-1-16f1.1149599/
Disabling it does make animations work for mono, and the characters do show for example 2 (ecs), however no animations.
when import this package to project, show lots of errors.
mainly keyword is about entity graphics
*reinstalled package and it works
Hey, I am using the Editor version 2021.2.6 and i get the following three erros when I open the scene:
"Shader error in 'TAO/Lit': invalid subscript 'Vector1_967e0c2bcb6e48c2b85b82c6d4c734a4' at line 577"
"Shader error in 'TAO/Lit': invalid subscript 'Vector1_967e0c2bcb6e48c2b85b82c6d4c734a4' at line 2302"
"Shader error in 'TAO/Lit': invalid subscript 'Vector1_967e0c2bcb6e48c2b85b82c6d4c734a4' at line 2975"
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