Hello! A question about the upcoming UnsafeBufferAccessor feature coming in Entities 0.17:
Will this allow me to simultaneously write to different indices of the same DynamicBuffer from two, parallel jobs?
I’ve really needed to do this in the past, but when I called GetBufferFromEntity() for the same type from two different systems, Unity would automatically create a dependency between those two systems - meaning the jobs would always run sequentially.
I had to create a workaround in which I cached a single BufferFromEntity in an earlier system, and then used it in multiple later systems, if I wanted those later system’s jobs to run in parallel. This works, but it’s a workaround I would be very happy to remove.
Does UnsafeBufferAccessor mean my workaround will no longer be necessary?
And:
Will the new ArchetypeChunk.GetUnsafeAccessor() function be the only way to retrieve these?