The reason you are not having many hits on your DOTS videos are not because they are not good. It is simply because not many are still using DOTS. around 95% or even more Unity users are still chasing Game Objects on Tile Maps. New tech takes time to catch on. Your videos are by far the best on RU-vid on this subject. There are two main courses on Udemy on DOTS and they are nothing compared to your high quality, well explained video. Kudos! I have shared your videos on several Unity forums and wish you good luck. May you be well! :)
In Unity editor the "Physics Shape" component has no more a checkbox for "IS TRIGGER", you have to select from the dropdown "Collision Response" the option "Raise Trigger Events". And that's all!
Thanks for sharing more DOTS Content! I'm excited to catch up through your back catalog. I'm really excited to learn ECS but I've been struggling. Resources like yours help a ton!
Give this man more views! Great content as usual. Can't wait until you release your full course! Do you have a release date in mind? Sidenote, I really hope unity fixes the competability between different version of the dots preview packages it already gave me a lot of headaches. Keep up the great work sir!
Yeah I think different teams are working on the Physics versus Entities/HybridRenderer packages, so the release schedule has not been sync'ed. You really have to be careful which version of each package you use or nothing works.
@@GameAcademySchool This is exactly what i'm experiencing. I'm running in to problems with the GameObjectConversionUtility.cs when i install the Unity.physics package. It's because i instantiate / convert prefabs to entities to shoot bullets etc. Exactly like you explained in your "Conversion Workflow" video. Have you had a similiar experience with this and or have a fix?
I ran into an issue where Unity would tell me the fighter mesh was invalid when I tried to implement the physics side of things... if this happens, re-import the fighter prefab and be sure to tick the Read/Write box before you finish importing it.
No need to re-import. Just select the model in the Project window, select "Model" at the top of the Inspector window and put a check mark on "Read/Write Enabled."
I get 3 entities of the ItemPickup created. 2 children of the other. When I collide, the parent disappears leaving the 2 children behind. Very strange. Don't know where the children are coming from as I have only 1 ItemPickup in the sub scene. Seems to be because of the 2 materials Hologram_mat and Letter_mat on the ItemPickup. If I remove Letter_mat it works but the letter is gone.
That seems like a lot of work to get an OnTriggerStay... but I think the performance benefits are worth it. Would you say it DOTS is ready to be used on a production environment?
Hello, do someboody know what happens, if both entities are triggers and we want to change both values of the entities? I am mean their could be alot trigger events beeing involved with the same Entity, so why we can change them?
Can't make it work in 2020.2 even after fixing all errors. Execute in PickupOnTriggerSystemJob is never triggered for some reason. Any ideas on how to fix it, please?
Fixed it, the problem was I ough to chose "Collision Response" to "Raise Trigger Events". Leaving it here if somebody else crashes into the same thing.
Hi, for each pickup entity, i can see 2 more pickup entities with SceneTag, obviously only the one with the pickupTag is deleted. do you have an idea of what is happening?
I´ve been looking into this. It seems the Pickup box model contains 2 meshes, with 2 different materials (that are the same material) For some reason, two child entities are created. It´s very strange, I am strill trying to figure it out. For the record, I am using Entities preview.7 - 0.11.0, Hybrid Renderer preview.18 - 0.5.1 and Unity Physics preview - 0.3.2
If you want a similar behaviour to the one present in the video, and move on to the next thing, just change the number of materials from the Pickup mesh to 1, it will hide the letter P yes, but it won´t create those children entities, and when you destroy the entity, it will properly disappear. Not sure if it´s a bug or something we should take care of when destroying an entity with multiple materials though.
I've been having the same issue. I tried to see if there was an easy way to access the children of an Entity in order to destroy them with EntityCommandBuffer as well, but I couldn't find an easy way to access them.
Turns out that if you download his finished version of this project there is a version of the pickup model that doesn't have any sub-meshes so it works correctly.
Shiro Surfer well this started because I wanted to replace my UNET course. the official Netcode that Unity is making is DOTS only, so I figured I needed to make this first
I cannot open a scene from the starter project that I pulled down. I get an error and crash that states "Size overflow in allocator. UnityEngine.GUIUtility.ProcessEvent(Int32 IntPtr)" I've tried a couple different versions of dependencies ensuring they were compatible with each other. I haven't tried upgrading the entire project to 2020.1 from 2019.3.14f1 so I might do that next. I deleted the Library/ folder to force Unity to re-import everything. Unity now just hangs. Any ideas on how to remediate my original issue?
Upgrading the project to 2020.1.0f1 and allowing Unity to re-import for the URP made this project work. I'm not sure why 2019.3 was giving me so many issues, but for anyone that may have this issue in the future give this a try.
Hi i started to follow a bit DOTS for Unity and i will follow your playlist but i dont know how you added the ECS in Projects => Create=>ECS (subfolder). I dont have the build and ECS in this contextual menu. If you have a link where you did this i would love to know. And it's rly good content Thx for sharing this knowledge MY BAD i got it after installing Entity but must say on 2020 there is some improvement or change that doesn't make this too easy ;)
I click the starter link everytime but I get the final project everytime. Tried to figure it out but I just gave up and I delete stuff til I get back to the starter project. Anyone else?
Sorry not sure why the link got whacked. You can see all of the commits here: github.com/UnityGameAcademy/DOTSTriggerEvents/commits/master I think it's supposed to be the fourth one: github.com/UnityGameAcademy/DOTSTriggerEvents/tree/211fdb75f5157d8deb84c1d5b84be178869f1e7e
@@GameAcademySchool Just checked it, turns out it's not that bad. The only differences are that the isTrigger button is gone from Physics Shape and is now replaced with Collision Response which when set to Raise Trigger Event has the same effect, and then triggerEvent.Entities.EntityA has changed to just triggerEvent.EntityA.
Man this is getting pretty complicated. Hopefully Unity will have a working visual scripting soon to make use of it. For some reason, this looks to be made for visual scripting.
They ARE building a visual scripting tool. The good news is that it will support DOTS right away so it will be more visual and be performant. They did buy Bolt recently and that does work better than Playmaker but it's still not fast compared to their Visual DOTS interface.
@@GameAcademySchool Yeah, I have heard about the visual scripting tool being built. Haven't used it myself, but everyone who talks about it says it's not up to the par yet. In any case, great tutorials. I was scared of ECS at first with all the weird syntaxes, but how you explained it with diagrams really helped. Thanks for your hard work :)
@@GameAcademySchool I believe that BOLT will be a ready-to-go solution for existing MonoBeh architecture. And their inHouse tool is developing straightly for DOTS visual scripting