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Unity DOTS Dev on ECS Animation Options - Live Stream Clip 

Turbo Makes Games
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DOTS Animation Options Forum Post: forum.unity.com/threads/dots-...
Watch the full stream with Dani: ru-vid.comEWZ3cq7cims
Dani is a developer at Unity working on DOTS.

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9 июл 2023

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Комментарии : 5   
@omrigoldberger9395
@omrigoldberger9395 11 месяцев назад
One issue with that approach is how would you track hitboxes?
@TurboMakesGames
@TurboMakesGames 11 месяцев назад
Great point - if you want to use DOTS physics for your game then you'd either have to stick with static primitives for hit boxes (spheres, capsules, etc. in a fixed position relative to the character origin) or if you need a more accurate hitbox, then you'd have to look into a different approach. Alternatively you could detect all collisions on the GameObject side and relay that over to the ECS side.
@jdigi78
@jdigi78 11 месяцев назад
Create an entity that follows the hitbox/bone transform. You can find the child object in the prefab by name or add a monobehaviour to act as a sort of tag on that object in the prefab
@jfkenz2713
@jfkenz2713 11 месяцев назад
so right now the better option is using hybrid gameobject with mecanim?
@TurboMakesGames
@TurboMakesGames 11 месяцев назад
Hard to say that one approach is "better" than another because the requirements of every project are greatly different. It's best to compare all options on this post to determine what works best for your project and the complexity you are willing to add to your project - forum.unity.com/threads/dots-animation-options-wiki.1339196/
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