I spotted there are still have some systems at Entities and Physics still using SystemBase that able to upgrade ISystem. Will all of the upgradable system upgrade to ISystem at next release? For Entities, I think there's a SystemBase still using EFE at InitializeSystemGroup. For Unity Physics, there are a couple of SystemBase at GraphicsIntegration namespace I guess.
#[1.0.0-pre.65] Upgradable Entities and Physics systems still using SystemBase
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[1.0.0-pre.65] Entities and Physics still using SystemBase
[1.0.0-pre.65] Upgradable Entities and Physics systems still using SystemBase
we did a pass on these a while ago; i think all the remaining ones that stayed systembase did so because they were interacting with engine managed objects, like mesh or whatever. as we've said elsewhere, getting unmanaged versions of these is a project, which we'd like to do but haven't started yet
At entities, I believe ResolveSceneReferenceSystem at runtime should able to upgrade to ISystem. If cannot at least upgrade to idiomatic foreach.
At dots physics, I believe it's rewrite from scratch that should be not have any engine api dependency. I notice all the systems at Unity.Physics.GraphicsIntegration namespace (i.e. BufferInterpolatedRigidBodiesMotion, CopyPhysicsVelocityToSmoothing, RecordMostRecentFixedTime, SmoothRigidBodiesGraphicalMotion) should upgrade all of the them to ISystem
@distant coral some of these sound like plausible todos
that said, there is an issue of prioritization. would you rather I convert these systems, or (for example) work on making generic isystems work in general (since they don’t right now)?
🤔 Generic isystems do u mean that using C# generic to make it like ISystem<T> to pass any type? Not really like to do like that I think it will greatly increase compile time right since generic needs to slowly walk through all the ISystem<T> type that u created one by one?
no, like mysystem<T> : isystem
Convert 😄
(I don't care much for generic ISystem but I guess it depends now extendable it is)
Ya I mean this. It will be quite slow at compilation when u have a lot right? 
It would require registergenericsystem
so no
(we are very conscientious these days about not ruining compilation time more than we already have)
🤔 Interesting. Not sure wat's the magicmake it faster since at regular C# generic it's really slow.
registergenericsystem means all the specializations are apparent at compile time without having to walk anything
meaning you have to say registergenericsystem(typeof(mysystem<everyT>)) for every T you want to use with the generic isystem
🥲 Anyway. I asking this because I working on mobile platform. It's too sensitive to performance that I need to squeeze all the possible places for more performance
yeah you are a bit over budget there 🙂 so I get it
🤔 Oh yeah. Is that possible to completely disable game object land physics? Currently it's still cost a lot even I never use it.
for that the bigger thing is probably the long term project of parallel world updates and then even longer term parallel system updates
I think there’s a setting for you to manually call simulate, and then you could just never call simulate
Or you could try removing it from the manifest.json
Wow. You mean in future I can just directly schedule system instead of Job?
it remains to be seen 🙂
Or should I say update system out of main thread by default? 👀
that would be the idea, but it’s a long way off. first we’re doing basic research into parallel worlds, for e.g netcode client & server in the same process
because parallel systems is strictly harder than that
Tried remove physics module at package but still the same. I guess future editor release needs to provide a way to completely disable or remove the game object physics update loop method call.
did you try the setting?
You mean Project Setting -Physics? Not yet. What should I set?
👀 Btw any plan to solve Unity.Scenes.Editor.LiveConversionEditorSystemGroup gc spike at editor?
do you mean EditorSubSceneLiveConversionSystem
Ya
@potent orbit this seems like a valid question
@distant coral Any plan to make dots physics 100% ISystem at next release?