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Everything You Need to Know about Dependencies in the C# Job System - Unity 2020 

Turbo Makes Games
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3 окт 2024

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Комментарии : 25   
@danielecortesi77
@danielecortesi77 3 года назад
Very useful, keep these coming!
@TurboMakesGames
@TurboMakesGames 3 года назад
Great to hear this helped, many more planned 😊
@NEEDCheese
@NEEDCheese 4 года назад
Thank you for the videos! Love your channel!
@TurboMakesGames
@TurboMakesGames 4 года назад
Thank you so much for watching, glad you've been enjoying the videos 😀
@wes5457
@wes5457 4 года назад
Very illustrative thank you
@TurboMakesGames
@TurboMakesGames 4 года назад
Appreciate the feedback, glad you found it helpful!
@47Mortuus
@47Mortuus 4 года назад
I see you're really diving deep into the Job system :) I learned Jobs before ECS, since it was easier to me at first glance (methods are literally just wrapped inside a struct which declares it's parameters as fields). After having learned ECS, I really saw that Jobs are REALLY made for ECS - it glues the Job system together so well... The best example is probably the Entities.ForEach method in a JobComponentSystem.
@TurboMakesGames
@TurboMakesGames 4 года назад
Yeah I feel like it makes a lot of sense to learn the Job system before ECS because it is a better transition from regular Unity programming to ECS, especially if you are already familiar with how to use C# in Unity. Entities.ForEach is a great example of how well jobs work in ECS - just put your logic inside of it and do a .Schedule() at the end - super simple
@Zhyrog
@Zhyrog 4 года назад
Thanks for those very useful videos! Would these job look like that (or even exist with IJob struc ) with the "new" SystemBase class for DOTS ?
@TurboMakesGames
@TurboMakesGames 4 года назад
Thanks! Glad you've been finding them helpful 😊 I'll be coming out with a video soon about how the job system works in ECS - that'll go over all the differences between the standard job system and ECS specific things.
@HadiLePanda
@HadiLePanda 4 года назад
Nice tutorial :)
@TurboMakesGames
@TurboMakesGames 4 года назад
Thank you very much! Glad you enjoyed 😊
@supersmartio240
@supersmartio240 4 года назад
Great video! Can you do a video on manually updating ComponentSystemGroups?
@TurboMakesGames
@TurboMakesGames 4 года назад
Thanks! I made a video on how to do a workaround to get a fixed time interval working in ECS. The way you do that is by manually calling OnUpdate via a MonoBehaviour. Is that what you are looking for? ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-CA8GssG0HVQ.html
@supersmartio240
@supersmartio240 4 года назад
@@TurboMakesGames Yes that is perfect, thank you!
@gmunay420
@gmunay420 2 года назад
I know theres a way I can make use of this, just havn't fully wrapped my head around it.
@TurboMakesGames
@TurboMakesGames 2 года назад
Fair enough! This is best used when using many jobs that need to access the same bits of data. Most often simple standalone jobs accomplish what you need without getting too complex.
@hhgnehcom7672
@hhgnehcom7672 2 года назад
Is there any example about writing recursion in job
@TurboMakesGames
@TurboMakesGames 2 года назад
That's an interesting thought, it's not something I've came across in recent memory. But you have me intrigued so I'll look into this some more...
@nocultist7050
@nocultist7050 4 года назад
Can you help me? I try for two full days now to get parallax displacement into URP but keep failing. I'm not a shader guy XD
@TurboMakesGames
@TurboMakesGames 4 года назад
Unfortunately I am not a shader guy either 😕
@cristiiancu4814
@cristiiancu4814 4 года назад
Hi,it is possible to make your own collision and raycast?let's say i want to make a pool with a bunch of balls in it and i want to be able to pick a ball at a tine,i managed to do that but i want those two systems to be separare from the game.I think it wil be more optimised if these collisions and raycast is independent
@TurboMakesGames
@TurboMakesGames 4 года назад
You could make your own collision and raycast... it wouldn't be easy though, so I'd just recommend sticking with the built-in ones. Not sure if I quite follow you though, what exactly are you trying to separate out and why do you think that would be best?
@cristiiancu4814
@cristiiancu4814 4 года назад
@@TurboMakesGames i thought it would be efficient to check the collision between the pool and the balls toghether because the balls don't need to collide with any other object or entity from the scene
@cristiiancu4814
@cristiiancu4814 4 года назад
You know netter than me Mesh colliders checks for every object in the scene or it is optimised to check only for nearest objects?
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