#Question about the new conversion workflow

1 messages · Page 1 of 1 (latest)

trail lintel
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Hey Unity Devs! Thank you for doing this Q&A session. Also big thanks for all of the hard work on DOTS!

I was wondering if you could give some pointers on the preferred conversion workflow for entities going forward.

To give some context, my team is working on an automation game using DOTS to move resources around on our conveyor belts. We will potentially have 50+ different base entity types which we will need to spawn 1000s of copies. What would be the best way for us to setup conversion on our prefabs which will allow us to spawn copies of entities quickly and easily?

valid ibex
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There are roughly two ways to go about it (that I know). The first is only through Baking (which is the replacement for conversion). In this approach you have an authoring component on a gameobject in a subscene. In this authoring component, you can reference prefabs and (for lack of a better word) 'pre-bake' them. This creates entity prefabs that can be stored in a component on an Entity. In one of your systems at runtime, you can instantiate these entity prefabs as needed.
This is of course with the assumption that you know all prefabs that will and will not be used. In your case, with 50+ this will probably not be the case, but I wanted to explain the base case with Baking.

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The second way is with addressables. As I understood it, this works roughly the same with Baking, though I have to admit I don't know the fine details about that. @tribal vault can tell you more about that. We are currently working on samples, including samples for addressables, so those will be released at the latest with Entities 1.0

charred robin