Continuing from last time, today we’ll greatly expand on the fledgling NativeLinkedList<T>
that we started last time. By the end of the article, we’ll have a useful native collection available to us!
Posts Tagged job
Unity 2018.1 shipped with just one true native container: NativeArray<T>
. Now Unity 2018.2 has been released and there is still just the one native container. We’ve seen how to implement more, but never wrote much more than a proof of concept. Today we’ll begin implementing NativeLinkedList<T>
as an example of a native container for a very well known, simple data type. The result is available on GitHub for any project to use.
My Job System Tutorial listed many Unity APIs accessible from C# jobs, but the list was incomplete. Today I’ll add on to the list with some newly-released 2018.2 features as well as some powerful 2018.1 features that were left off of the last article. Many of these aren’t documented in Unity’s release notes. Read on to learn more about what you can do with C# jobs!
The new Job System debuted recently in Unity 2018.1 and began the process of changing how virtually all Unity scripts will be written. In conjunction with the forthcoming ECS and Burst compiler, the old MonoBehaviour
-based programming paradigm will eventually be replaced. Today’s article is a tutorial for how to get started learning the new way of writing Unity scripts.