Questions tagged [unity-job-system]

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How to return an unknown amount of data from a parallel job? (C# Jobs + Burst)

Say we have a parallel job (implementing IJobParallelFor) which requires a large array (>100,000 items) as an input to do some complicated processing. After said ...
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1answer
50 views

C# Jobs + Burst executing slowly (bottleneck?)

I'm trying to make a system where the player can do a RTS-like drag-to-select of tiles in a box to mark trees to be chopped or ores to be mined. I'm testing this system on a large scale, possibly ...
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1answer
177 views

Should I dispose a NativeArray on application quit?

I have a NativeArray which stays alive during the whole game, using the Persistent allocator. Should I dispose it inside an <...
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0answers
46 views

Unity Job System - Transform movement but checking collision with wall

I am trying to get this Unity Job System to work on my top-down shooter 2D game I am currently using transform.position to move player around. I can do it in the ...
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1answer
69 views

Scene Tab doesn't show anything beside canvas while Game Tab shows everything

i've been building my script normally, but suddently after the last build, i don't see any GameObject Rendered in Scene Tab beside a canvas i have in another scene. I can see everything rendered in my ...
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1answer
43 views

How can I call Schedule() on interface that inherits from IJob

So I have a voxel terrain engine, and I have an interface that all meshing jobs should inherit from. That looks like this (simplified from the actual): ...
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220 views

Worker threads are not being utilized in Time rewind system, is this job system really multi-threaded?

I am trying to make a simple time rewind mechanic. It's working but it becomes slower as number of game objects increases. I decided to give Job System a shot. My idea is to interpolate between ...