#How to get started with dots and 2d?
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I’ve started a 2D dots project. Moved up to Unity 6. Animation will probably be where you have to make some smart choices. You can make your own custom animation system. I might use one that’s similar to a stop-go style that CodeMonkey made in a DOTS course. But there are more advanced animation systems on the asset store.
So everything else works out of the box with regards ot 2d and DOTS except animation?
Do you know to start a Dots 2 project?
Don’t take my word for it because I’m still in prototype phase.
You’ll need to balance rendering as well. The sprite renderer is not supported by DOTS. So I’ll be using mesh renderers for large quantities of entities. Then I’ll use the sprite renderer for the world art.
DOTS doesn’t support 2D physics you’ll have to use 3D for entities.
I’m also using tilemaps to create ‘factories’. Bridging the gap between the Tilemap and ECS is possible. But I’m fearful about performance issues.
@graceful glen @civic anchor If you want a tilemap solution that can work in Burst, you should take a look at this:
https://github.com/Fire-Aalt/KrasCore-Mosaic
I haven't used this package so can't tell you more about it.
@graceful glen If you intend to investigate the hybrid approach (ECS for logic + GameObject for presentation) then you can take a look at this repo:
https://github.com/laicasaane/simple_setup_ecs_2d
I'm the author of that repo, you can ask me anything about it.
Holy shit, your simple 2d setup is perfect for learning, and thank you for offering!
Regarding the tilemap stuff, one of the bigger problems with LDTK is that it ties atlas/spritesheet to a layer.
Meaning if you have other spritesheet you have to make another layer,
Does this one allow multiple tilesheets to be used with a layer?
About that tilemap package, you have to contact the author. I can't tell you anything about it. I haven't worked on a tilemap project yet.
Just to notice you all, SpriteRenderer.sprite = new_sprite has just got 3x faster on my machine in Unity 6.1, compared to Unity 6.0.
Tested with the Simple Setup ECS 2D repo. For 1000 characters, the sprite sync system now takes only 0.8ms to finish. It was 2.3ms in U6.0.
Hi, I am the author of Mosaic. Sorry for not noticing the message earlier.
You can have multiple spritesheets but you have to add them into a unity Sprite Atlas. The authoring prioritizes atlases over sprites if there are any
But I would suggesting trying it first before fully commiting for use in production. While Mosaic is being currently used in production, it's state is not final and there might be some breaking changes on how to send updates to the system (the final "apply changes" job is still singlethreaded). It offers magnitutes better performance but I would really suggest using it if you have your world be procedurally generated, because this is the primary focus for the tool
I was considering using Mosaic but I went with Tilemaps because I’ll only be spawning/managing < 10x10 tiles. Maybe in the future I’ll attempt to spawn and manage thousands of tiles with management systems.
I’m making a beehive game and originally I wanted to manage each cell in the honeycomb. So that’s like at least 20,000 cells. Oh yeah it’s hexagonal as well so I can’t use mosaic for that.
So now I’m using Tilemaps with limited tiles with ‘clumps’ of cells that represent a 100ish cells.
With mosaic do you have methods for WorldtoCell etc?
Yeah, Mosiac is more of an inhouse solution that I want to publicly share for anyone to try or take inspiration from. I did that because there were no public ECS solutions for that and our team really needed one for the scale of the game