#DOTS + 2D?

1 messages · Page 1 of 1 (latest)

royal adder
#

So DOTS 1.0 seems to be incompatible with 2D packages: https://issuetracker.unity3d.com/issues/non-invocable-member-cannot-be-used-like-a-method-2d-animation-package-error-when-the-entities-package-is-installed

Simply installing Entities causes the compile errors in the 2D Animations package. While I don't need Animations, the 2D package depends on the Animations package so I can't even remove it for now.

I want to play around with 2D terrain and grid system. Anyone have any good suggestions?

limpid pike
#

yeah unfortunately it's using an old version of the collections package. it's probably not too hard to fix up yourself.

#

the dependency issues across packages is a bit of a pain though when they aren't updated at similar times (and this has been a few months now)

pliant igloo
#

it is indeed an easy fix. just 3 lines of very small code changes if i remember correctly

#

That said why do you install animations when you only want terrain and grids?

royal adder
pliant igloo
#

ah ok. just create a 3D URP Project and get the 2D packages you actually need. im not a fan of those high level packages :S

royal adder
#

I'm actually think about using 3D components more. I'm jealous of 3D terrain (just from a texturing standpoint) so wondering about the possibility of using 3D terrain but with a fixed camera and 2D sprites for world items like walls and characters.

pliant igloo
#

yes why not. but im pretty sure terrain doesnt work with DOTS Physics by default. Do you plan on going with ECS or do you only want to use burst and jobs?

royal adder
#

I plan on going ECS. I was planning on playing with the new Entites.Graphics to see what I could do with shaders to get nice looking 2D terrain that has terrain blending. Which is when I discovered that 2D is more of an afterthought (currently) when it comes to DOTS.

#

I'm working on a game with more the style of Rimworld, Factorio, etc. I don't think I care about physics at all since everything only moves in two dimensions and a cell is either walkable or it's not (plus a move speed factor).

pliant igloo
#

TBH i am not sure your terrain should be an entity in this case. i dont think you gain anything from it here. just go hybrid

royal adder
#

yeah, I'm considering that. Specially if I end up using the built in 3D terrain, I'll just use that and keep an eye on what Unity does in the terrain + DOTS world. I was actually planning on bringing up this 2D in a 3D world without physics, collisions, and mesh pathfinding in the #💻┃unity-talk channel to get a broad sense of if my mindset completely wrong.

#

It's funny, I was talking in the #archived-shaders channel earlier and working through how to work with shaders to achieve texture blending and it was also pointed out that the 3D terrain does all this for me, which circles back to the idea of 2D vs 3D development

pliant igloo
#

well i am working on a topdown 2.5D game with physics and pathfinding. You need to do some stuff to get it to work right but its not too bad.

#

(i am also using 2D Animations)

royal adder
#

What are you using for your terrain?

pliant igloo
#

at the moment tilemaps using a gameobject brush to paint the tiles. then each tile is converted to an entity

#

main reason im doing this is that at some point i want to generate the levels with WaveFunctionCollapse

royal adder
#

with hard lines from one tile to the other? Or are you blending the visuals when going from one tile to the next?

pliant igloo
#

hard lines if color changes but texture is continous

royal adder
#

"texture is continous" meaning you're using offsets to have many tiles show one complete texture? That's also what I'm moving towards. Interesting that you made that work using Tilemaps

pliant igloo
#

dont ask me how we did it. i helped. getting it to work but i cant remember all the details :S im not a shader/ technical art guy

royal adder
#

haha yeah, I'm in the same boat, but learning

pliant igloo
#

sry slightly skewed angle here because of sceneview and 2.5D

#

but you get the idea

royal adder
#

yeah very cool, I love the idea of using a larger texture that spans tiles, I think it looks much better than repeating or randomized smaller textures

crystal gulch
pliant igloo
#

but seeing what you wrote in the other thread why do you need the animations package?

crystal gulch
# pliant igloo but seeing what you wrote in the other thread why do you need the animations pac...

Thank you for your answer 🙂 I want to make a 2d mobile game that will contain water, which will use the SPH algorithm. I don't know if you have any experience with sph, but my idea is use unity physics and influence it with SPH parameters (maybe the whole idea is wrong). I tried to do this in the classic unity environment, but then I realized that optimization can be only done via dots. Since I'm getting in contact with dots for the first time I don't know if I need these 2D packages like animation etc. But I would definitely like to have some 2D object animations in the game.

pliant igloo
#

2D animation is for animating with bones. install it when you need it and not before ^^

#

i have no experience with SPH but it sounds expensive. i guess ECS is a good choice here. not sure about unity physics though. you might have to implement this yourself. unity physics is stateless and PhysicsWorld is quite expensive to rebuild for a lot of dynamic objects.

#

Doing a quick readup on that algorithm i am not even sure you need collisions at all? but im not gonna dive deeper into that atm

crystal gulch
#

Game will have water, platforms and other physic objects and for that I need to create interactions of water with these objects.

#

And thank you very much, that you are trying to help me! 🙂

limpid pike
quick condor
royal adder
delicate jewel
#

What's the solution to this issue?