com.unity.entities 1.0.16
Source docsNotes: processedReleased September 13, 2023
Unity Compatibility
Minimum Unity: 2022.3 (0f1)
Package Dependencies
- com.unity.burst (1.8.8)
- com.unity.collections (2.1.4)
- com.unity.mathematics (1.2.6)
- com.unity.modules.assetbundle (1.0.0)
- com.unity.modules.audio (1.0.0)
- com.unity.modules.unitywebrequest (1.0.0)
- com.unity.nuget.mono-cecil (1.11.4)
- com.unity.profiling.core (1.0.2)
- com.unity.scriptablebuildpipeline (1.20.2)
- com.unity.serialization (3.1.1)
- com.unity.test-framework.performance (3.0.2)
✨ 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.
