com.unity.entities 1.0.16

com.unity.entities

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Notes: processedReleased September 13, 2023

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Unity Compatibility

Minimum Unity: 2022.3 (0f1)

Features

  • checks to see if an exclusive transaction is active while scheduling a job.

📈 Improvements

  • Clarified in TransformHelpers API documentation that matrices are expected to be affine.
  • Updated Burst dependency to version 1.8.8

API Changes

  • Alignment attribute is removed when displaying component attributes in Inspector window.
  • Changelog entry for \* Added `EntityCommandBuffer.MoveComponent(Entity src, Entity dst)` this will be added in an upcoming minor version.

🔧 Bug Fixes

  • Companion objects appearing in the GameObject hierarchy for a frame
  • `SystemAPI.Query>()` can now be used with `.WithNone()`, `.WithAny()` and `.WithDisabled()`.
  • "AssetDatabase.RegisterCustomDependency are restricted during importing" exception thrown by the EntityClientSetting in the OnDisable method, when using 2023.2 or newer.
  • The entities journaling window will no longer show an error when a system handle cannot be resolved; this is not an error and simply means that no system was executing when that event was recorded.
  • Search window for Systems now shows results from all the worlds instead of default ones.
  • Special handling for prefab entity instantiated from prefab asset at runtime.
  • Entities Hierarchy: fix an issue that can happen when copying scene entities from different worlds.
  • Entities Hierarchy: Fix memory leak in hierarchy backend.
  • Entities Hierarchy: Only remove subscene nodes when they are actually not used anymore.
  • Fixed `isReadOnly` being ignored in `EntityManager.GetBuffer`.
  • Save unsaved opened scenes in the Editor before building a player. (fix issue: Error building Player: InvalidOperationException: ContentCatalogBuildUtility.BuildContentArchives failed with status 'UnsavedChanges')
  • Fixed memory leak in some cases when an `EntityCommandBuffer` containing `DynamicBuffer` commands was disposed before it was played back.
  • `World.AddSystemManaged(T system)` no longer throws an exception if the system type `T` is not registered. Instead, it registers the type just in time. This matches the existing behavior of `World.CreateSystemManaged()`.
  • Fixed a hash mismatch on DependOnParentTransformHierarchy
  • Users can now specify duplicate components in the same `IJobEntity.Execute()` method, insofar as exactly one of them is wrapped in `EnabledRef`.
  • You can now use SystemAPI.GetBufferTypeHandle and SystemAPI.GetSharedComponentTypeHandle with unspecified types coming from systems. Like a `MySystem` using SystemAPI.GetBufferTypeHandle.