0.0.12-preview.31
Pre-release
Pre-release
[0.0.12-preview.31] - 2019-05-01
New Features
Upgrade guide
- Serialized entities file format version has changed, Sub Scenes entity caches will require rebuilding.
Changes
- Adding components to entities that already have them is now properly ignored in the cases where no data would be overwritten. That means the inspectable state does not change and thus determinism can still be guaranteed.
- Restored backwards compatibility for
ForEach
API directly onComponentSystem
to ease people upgrading to the latest Unity.Entities package on top of Megacity. - Rebuilding the entity cache files for sub scenes will now properly request checkout from source control if required.
Fixes
IJobForEach
will only create new entity queries when scheduled, and won't rely on injection anymore. This avoids the creation of useless queries when explicit ones are used to schedule those jobs. Those useless queries could cause systems to keep updating even though the actual queries were empty.- APIs changed in the previous version now have better obsolete stubs and upgrade paths. All obsolete APIs requiring manual code changes will now soft warn and continue to work, instead of erroring at compile time. These respective APIs will be removed in a future release after that date.
- LODGroup conversion now handles renderers being present in a LOD Group in multipe LOD levels correctly
- Fixed an issue where chunk utilization histograms weren't properly clipped in EntityDebugger
- Fixed an issue where tag components were incorrectly shown as subtractive in EntityDebugger
- ComponentSystem.ShouldRunSystem() exception message now more accurately reports the most likely reason for the error when the system does not exist.
Known Issues
- It might happen that shared component data with managed references is not compared for equality correctly with certain profiles.