#Entities Hierarchy logical grouping feature

1 messages · Page 1 of 1 (latest)

golden wave
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I really want to have logical grouping feature that works like current parent and child entity group but without required to attach Parent component to child entity to achieve it. I just want this to make it easier to view the relevant set of entities if not it's just scatter everywhere make super hard to view. The main reason I asking for this is currently Transform system has been designed to require to have LocalToWorld component at child entity when child entity has Parent component. If not u will just get error spamming.

golden wave
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@velvet prawn Will this feature coming very soon? Currently by design of transform system, I dun see anyway to workround it

velvet prawn
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So, just to be sure I understand, you want a way to group entities arbitrarily? For editor tools like the hierarchy, I assume? If so, there are no plans to work on it soon: the feature set for 1.0.0 has been set in stone a while ago and we don't want to introduce new concepts just yet. I'm no longer on DOTS officially, but I still help out here and there with the editor tools, so I'll make sure your suggestion is tracked somewhere but I personally have no control over if and when it gets done.

golden wave
# velvet prawn So, just to be sure I understand, you want a way to group entities arbitrarily? ...

Not really group entities arbitrary. Originally it's baked from game object that has a couple child game objects then eventually become entity with a couple of child entities that has Parent and LocalToWorld components which will run Transform system that has unnecessary calculation. But then after I remove LocalToWorld and just want to keep Parent component to keep the hierarchy, it will have error spamming.

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Basically I just want to have FakeParent to achieve the same thing. If not I think official will need to change Transform system to achieve this like having a SkipChildEntityUpdateTagComponent to stop child entities update which is ugly.

velvet prawn
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I'll pull people from the transform system into this thread.

golden wave
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@sage star Any relevant people can address this issue?

sage star
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@novel cloak certainly knows about transforms, but i'm skeptical personally that we'll get to this, because it sounds lower-payoff than a lot of other stuff we're researching right now (e.g. reducing sync points, reducing structural changes, reducing scene load overhead, improving hybrid integration, etc)

golden wave
sage star
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it's not super obvious to me, but i'm also not an expert on either transforms or the entities hierarchy