Hello, just started to use DOTS/ECS and I'm in love. I like the separation approach which I preaching since several years to use (mostly in a unsatisfactory approach). I know, it's unfinished, and many requirements are not implemented yet, like animation or navmesh. So I'm using the hybrid approach and NavmeshQuery to get nearly anything running like in the classic approach. Most parts better than before and in a lovely clean architecture. But does someone know how I could approach the Root Motion behaviour? Is there an approach to sync things back from GameObject to the ECS? Actually it looks like a one way direction, but how can I handle modifications, based on Unity GameEvents back, which are thrown in a specific order? I think, same problem I would have with IK which is actually also not available ... Any ideas?
#Root Motion in ECS
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I believe there's a callback which exposes root motion data per frame
If you gather data out of it
And read it from ecs system - you can add this to characters velocity
So what you need is just make your monob
And attach it to entity as component
In callback, put data to some field
And then iterate that conmponent and consume all motion data from field
In the end you set it to 0, so it doesn't add up
@pseudo basin Do you mean OnAnimatorMove? Where I sync the animation root position with the agent nextposition in the classic approach?
no idea how that works tbf