摘要:
各个工作线程的随机数种子是稳定的,RandomSystem的实现如下: using Unity.Entities; using Unity.Jobs; using Unity.Burst; using Unity.Collections; using Unity.Jobs.LowLevel.Unsa 阅读全文
摘要:
按照一般的写法,write会产生race condition,所以需要通过依赖关系按顺序执行: using UnityEngine; using Unity.Jobs; using Unity.Collections; using Unity.Collections.LowLevel.Unsafe; 阅读全文
摘要:
定义: 使用WriteGroup标记了同一个component的components就属于一个WriteGroup: public struct W : IComponentData { public int Value; } [WriteGroup(typeof(W))] public struc 阅读全文