#Unity #UITK 's ListView supplies its own `IList itemsSource` as data context to each individual item view*, and since the IList object probably doesn't implement INotifyBindablePropertyChanged, all DataBinding objects on the item view must check for changes every frame**. One thing we can do to fix this is to supply a CustomBinding object to the item's root VisualElement to watch for data context changes, and then replace whatever new context comes with a resolved version in the next frame.

Feeling a degree of satisfaction with my #Unity #UITK experiments today. Did you know that when using a ListView with a data-bound item template, data bindings on displayed items are updated every frame, even if they and their item data source support the OnSourceChanged update trigger? The reason is that displayed items don’t receive a reference to their item data, but rather the list itself and an index (which together form DataSourceContext). More information, and how I fixed this, later…
Pixel Monsters Animated Pack #2 #Pixel #Monsters #Animated #Unity #Gamedevelopment #Sprites #Spritelibrary #Spriteresolver #Animationcontroller #Particleeffects #Mobile #Pc #Android #Ios #Webgl #AssetStore
https://u3dn.com/packages/pixel-monsters-animated-pack-2-260721
Magic Forest Floor A #Unity #Texture #Seamless #Handpainted #Forest #Grass #Environment #Mobile #AssetStore
https://u3dn.com/packages/magic-forest-floor-a-237628
Floating First Person Parkour Controller #Unity #Parkour #Controller #Floatingcapsule #Rigidbody #Physicsbasedmovement #Crouch #Slide #Wallrun #Grapplinghook #Climbing #AssetStore
https://u3dn.com/packages/floating-first-person-parkour-controller-220173
Caterpillar Character Model #Caterpillar #Charactermodel #Unity #3Dmodel #Animation #Pbr #Textures #AssetStore
https://u3dn.com/packages/caterpillar-character-model-317332
Stunt Racing Car Ramp Pack #Stuntracing #Carramp #Gamedevelopment #Unity #3Dmodels #Gameassets #AssetStore
https://u3dn.com/packages/stunt-racing-car-ramp-pack-253919
Realistic Rocks and Cliffs Pack #Rocks #Cliffs #Photogrammetric #Unity #Terrain #Realistic #Pbr #Textures #Meshes #Prefabs #AssetStore
https://u3dn.com/packages/realistic-rocks-and-cliffs-pack-302791
StaticECS — Bitmap Entity Component System
За десятилетия существования ECS сложились два фундаментальных способа хранить компоненты: архетипы (Unity DOTS, Flecs, Bevy) и sparse sets (EnTT, LeoECS). Каждый из них несёт структурные ограничения, которые не устраняются оптимизацией реализации — они вытекают из самой модели данных. StaticEcs — третья модель. Она основана на инвертированном иерархическом битовом индексе : не сущности хранят маски своих компонентов, а компоненты хранят битовые карты сущностей. Фильтрация запроса — это побитовое AND, обрабатывающее 64 сущности за одну инструкцию CPU. Добавление или удаление компонента меняет один бит и не перемещает никаких данных. В статье разбираю, как устроена эта архитектура, чем она отличается от архетипов и sparse sets, и что даёт на практике.
https://habr.com/ru/articles/1027940/
#ECS #C# #NET #gamedev #game_development #performance #data_structures #Unity #архитектура #оптимизация
Elevate your Unity game with the power of DOTS ECS! 🚀 Learn more: https://docs.unity3d.com/Packages/com.unity.entities@1.0/manual/index.html #UnityTips #DOTS #Unity #Unity3D #ECS 🕹️
Elevate your Unity game with the power of DOTS ECS! 🚀 Learn more: https://docs.unity3d.com/Packages/com.unity.entities@1.0/manual/index.html #UnityTips #DOTS #Unity #Unity3D #ECS 🕹️
Nuclear Atom Model #Nuclear #Atom #Model #3D #Unity #Pbr #Texture #4k #AssetStore
https://u3dn.com/packages/nuclear-atom-model-255113