#I have some questions about DOTS

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frank dirge
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Now that DOTS is production ready and it has a lot of good things about it, I still have questions before switching my RPG project over:

  1. Are there anything similar to the Animator component supported by DOTS? This is very important for the game I am working on, especially being able to work with Blend Trees. My game has a climbing system similar to Breath of The Wild, and it makes a lot of use of Blend Trees to blend animations while smoothly transitioning from one animation to another.
  2. Are there ways to work with UIs? My game makes heavy use of coroutines for several things, and one of those is UI animations.
  3. How do you handle pathfinding in Unity without NavMesh?
  4. I am aware that DOTS doesn't work with class inheritance, but does it work with interfaces? How do you handle objects in your game that has similar behaviors but with minor differences in how they do things, like NPCs, vehicles, etc?
  5. Is frustum culling done automatically with cameras?
  6. How do you handle physics?
  7. Is there a way to add components to an entity through the inspector instead of going into the script all the time?
  8. How do you work with Skinned Mesh Renderers, Mesh Renderers, and Shapekeys? My characters use Shapekeys to blink, for character customization, and facial expressions.
  9. How do you work with collisions?
empty meteor
unique jackal
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1. No, you have to puppeteer gameobjects, or make your own solution. They have probably started making ECS animation again, but there is no news or release dates, it's just previously existed in older versions of entities and is high up on their list of todos.
2. Lots of us are using UIToolkit which is almost without gameobjects, which feels nice, but UGUI works too. You can refer to things directly in a SystemBase or use some sort of messaging, I'm sure others have their preferences.
3. There are packages out there, and some people are copying navmesh data to native representations themselves. I just implemented A* for my project, and it was much nicer in ECS than GameObjects.
5. Yes.
8. See 1.

calm river
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  1. How do you handle pathfinding in Unity without NavMesh?
    you can use unity navmesh with dots
frank dirge
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Oh I see. I guess I will have to wait then because my project is already really far, and it would take a very long time to implement some of what’s currently in my game from scratch in DOTS if it isn’t available anywhere. Can’t wait until they add more stuff that are similar to what’s available for GameObjects so I can get started.

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Thank you