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.
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
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.
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
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.
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
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?
@@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