Converting your game to DOTS - Unity at GDC 2019

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Unity

Unity

5 жыл бұрын

Watch to learn what's involved in migrating existing game code to the new Data-Oriented Technology Stack (DOTS), which comprises the C# Job System, the Entity Component System (ECS), and the Burst Compiler.
Speaker: Mike Geig (Evangelist, Unity Technologies)
Find out more about DOTS: on.unity.com/2G9o0x2

Пікірлер: 162
@vakuzar
@vakuzar 5 жыл бұрын
We desperately need more of these DOTS tutorials. too incredible of technology to ignore.
@olieolieolieolie1249
@olieolieolieolie1249 4 жыл бұрын
yes ...and we desperately need a comprehensive and well made documentation even more!!!
@Dannner
@Dannner 5 жыл бұрын
The guy presenting is amazing - I love the way he made the tutorial/presentation. Looking forward to implementing Dots
@MikeGeigTV
@MikeGeigTV 5 жыл бұрын
Thanks!
@Bolt6265
@Bolt6265 5 жыл бұрын
Yo for real, first thing i've seen that made ecs stuff make sense and not seem like a waste of time.
@emonikino
@emonikino 5 жыл бұрын
Mike is the best unity tutor imo. He knows what to say and he's very systematic in his explanations. He knows what he's talking, he knows what he's doing, and he can makes things easy to understand. I'll say he's on par with Sebastian. They have the healthy balance of knowledge and articulation.
@miguelpinto35
@miguelpinto35 4 жыл бұрын
MY first unity techer. It's amazing watching this after learning to make my first plataformer from you years ago! Thanks.. Very much!
@dibaterman
@dibaterman Жыл бұрын
Yeah, the presentation was genius.
@jumpman120
@jumpman120 4 жыл бұрын
Data oriented design is really the best things for games programming.
@mehrankhan7871
@mehrankhan7871 5 жыл бұрын
"bug or feature!" :D that cracked me up
@bisalonggo5212
@bisalonggo5212 4 жыл бұрын
yeah also don't forget "aaand I can play this _incredibly_ unfair game" hahahaha "death spiral"
@pierremercy4312
@pierremercy4312 4 жыл бұрын
Amazing tutorial, i never follow any but this one was very clear, fast and funny to follow.
@Kevroa
@Kevroa 5 жыл бұрын
Very cool. I guess I'm gonna need to learn more about to implement it in my games because it seems promising and can provide a large benefit.
@Pr3DaToR15
@Pr3DaToR15 4 жыл бұрын
Woah dude. Incredible performance.
@dreamlabxr5121
@dreamlabxr5121 5 жыл бұрын
Can't wait for this to get polished. Making a breach and clear VR game and this will certainly help with destruction and networking for multiplayer!
@skyhigh286
@skyhigh286 5 жыл бұрын
I don't really understand and frankly not yet interested in DOTS... But this guys explaining knows how to keep an audience. I don't get bored and keep watching till the end. Great job.. man
@MikeGeigTV
@MikeGeigTV 5 жыл бұрын
Thanks!
@scottcourtney8581
@scottcourtney8581 4 жыл бұрын
He is also a fantastic instructor at live classes. If you ever have a chance to attend one at Unite or a smaller conference, don't miss it.
@CereEnder
@CereEnder 5 жыл бұрын
This is crazy. I love it
@jacobmakob1
@jacobmakob1 5 жыл бұрын
Can't wait for this to really pick up! This + visual scripting is going to be great fun.
@jesuslovespee
@jesuslovespee 5 жыл бұрын
visual scripting is like taking someone's virginity. it looks good on paper but in the real world it's just a painful, disappointing mess.
@jacobmakob1
@jacobmakob1 5 жыл бұрын
@@jesuslovespee Maybe with OOP that's true, but I think it'll be nice to transition to DOD using something visual.
@jesuslovespee
@jesuslovespee 5 жыл бұрын
@@jacobmakob1 that's a very good point. in theend it's just gonna come down to how verbose your're allowed to be w/ visual counterparts. node editing is fun,but rarley efficient. i'd love to see that change.
@jesuslovespee
@jesuslovespee 5 жыл бұрын
@@jacobmakob1 good point. I'd like to see a visual node editor that's verbose and allows you to quickly switch between script and visual graph
@tristanriggi3862
@tristanriggi3862 5 жыл бұрын
MORE OF THIS DUDE COMMENTARY
@cristiansmochina9056
@cristiansmochina9056 5 жыл бұрын
Awesome and all. You just left out the most important part of the whole process. How to convert a classic prefab into a ECS prefab. A link to your project would have been helpfull also.
@nove1398
@nove1398 3 жыл бұрын
Job components are really interesting
@mahee1931
@mahee1931 3 жыл бұрын
Very informative and funny. Thank you.
@kevin._.27
@kevin._.27 2 жыл бұрын
Very helpful. Thank you.
@autorotate1803
@autorotate1803 5 жыл бұрын
Good to see Mike also plays minecraft :)
@msmeraglia
@msmeraglia 5 жыл бұрын
God Bless You, Mike Acton.
@EugeneS88-RU
@EugeneS88-RU 4 жыл бұрын
ECS+Jobs=Power
@masterneme
@masterneme 5 жыл бұрын
I'd have loved to see hundreds of enemies (maybe thousands?) too.
@user-bi2jw8cb4z
@user-bi2jw8cb4z 5 жыл бұрын
Will you provide us a git hub repository with this project? It would greatly help. Thank you.
@CaptainJeoy
@CaptainJeoy 5 жыл бұрын
It's been a long time, Mike Geig
@MikeGeigTV
@MikeGeigTV 5 жыл бұрын
Too long
@andrewzuo86
@andrewzuo86 5 жыл бұрын
"I know what you're all saying. You would pool that." Exactly what I was thinking!
@MikeGeigTV
@MikeGeigTV 5 жыл бұрын
"MIND TAKER, WOOOEEEEOOOO"
@SlayPlenty
@SlayPlenty 4 жыл бұрын
So this is primarily focused around calculating quantity? What about.animated foliage effects like smoke and fog?
@UltimatePerfection
@UltimatePerfection 5 жыл бұрын
Why use PowerPoint wgen you can do your presentation directly in Unity with the help of Cinemachine?
@Aralmo640
@Aralmo640 4 жыл бұрын
So basically DOTS is isolating the parts of an entity that can be multithreaded while leaving components on the main thread? That's nice, would it be possible to use path-finding planes and alter physics from the job components or that would still run on the main thread?
@BaluTM
@BaluTM 5 жыл бұрын
great talk.. it would be more helpful if you can provide source code to understand the whole setup.. Also more DOTS getting started videos..
@giantswing3175
@giantswing3175 5 жыл бұрын
I have like a technical gap I guess with this stuff and I've been watching tutorials of this for a while, is DOTS and ECS the same? I see the two of them getting used interchangeably sometimes, also, once you set up this system for spawning bullets for example, do you still need "object pooling" (does it even make sense to call it object pooling when they are entities?) also if any of you guys know of a good place to really get started with this I'd really appreciate it. As always thanks to the unity team and the community for the awesome work cheers!
@puretrack06
@puretrack06 5 жыл бұрын
DOTS collectively refers to ECS, Job System, and Burst Compiler
@ArturoNereu
@ArturoNereu 5 жыл бұрын
@@puretrack06 you are correct. Also, just for reference, DOTS stands for Data Oriented Tech Stack.
@Sodomantis
@Sodomantis 5 жыл бұрын
All programmers systems starts with "Hey, "
@LittleRainGames
@LittleRainGames 5 жыл бұрын
World
@cristiansmochina9056
@cristiansmochina9056 5 жыл бұрын
@@LittleRainGames Except for multithreaded systems that output 'Hello wrldo' and crash
@TheSlimshader
@TheSlimshader 5 жыл бұрын
Can we get this project?
@dandradecov
@dandradecov 5 жыл бұрын
Is the source for this available? I know there's a ton of samples, but this one would actually be simple to follow to see the stuff that's not touched during the presentation...
@Held0fTheWelt
@Held0fTheWelt 5 жыл бұрын
How do i get the EntityManager in the current preview ??
@Yamyatos
@Yamyatos 4 жыл бұрын
I dont have "Jobs" at the top in unity and cant write [BurstCompile]. Kinda confused. Using version 2019.1.0f2. Any ideas? Edit: As always you find your answer 5 minutes after asking for help, even when you searched for quite some time before. You need to install it in the unity package manager, since it's as of now only a preview and not installed by default. This goes for Burst, Entities, Mathematics, ..
@radbuster4403
@radbuster4403 3 жыл бұрын
anyone know if the enemy tag component was put on the enemy prefab? i'm assuming that enemy tag script component he showed at the end was added to the enemy prefab, also do all jobs just automatically work without having to attach it to a gameobject? or is it because he put the [BurstCompile] attribute in there?
@satellite964
@satellite964 4 жыл бұрын
I thought using DOTS would make stuff hard to understand, but it neatly organizes behavior!
@scottcourtney8581
@scottcourtney8581 4 жыл бұрын
I've found it helpful to think of ECS as a sort of non-SQL database, similar to the way LINQ works in C# data structures.
@satellite964
@satellite964 4 жыл бұрын
@@scottcourtney8581 Don't know LINQ I'm afraid.
@IElial
@IElial 5 жыл бұрын
So usually you spawn GameObjects "bullet" from a Prefab. With DOTS, what are the equivalent for the bullet Entities in inspector ?
@MikeGeigTV
@MikeGeigTV 5 жыл бұрын
@@bezoro2008 For now yes. Eventually we will see them in the editor like normal
@Ziplock9000
@Ziplock9000 5 жыл бұрын
The recent (ish) videos from Unity on ECS & JOB system programming are quite out of date, are there any plans to keep them and DOTS videos and tutorials updated or at the very least delete videos that are teching something that is no longer relevant?
@WelshGuitarDude
@WelshGuitarDude 5 жыл бұрын
Unity has become a real mess with documentation and explaining how to learn their new stuff to be honest
@Ziplock9000
@Ziplock9000 5 жыл бұрын
@@WelshGuitarDude Yup. Later in this video he explains this brand new video actually uses older API syntax than from an older video too.. As well as the ones I already mentioned. What a mess.
@UnavailableNamesAhh
@UnavailableNamesAhh 5 жыл бұрын
It's all WIP. Documentation will become complete when all the ECS stuff is officially released. If you want to work with it you have to go into the forums and ask around after going over the samples Unity has on github.
@LeoHsieh
@LeoHsieh 5 жыл бұрын
They just keep changing the API and coding style of ECS, I don't think the current version will be a stable version. 99.99%ECS Tutorial 1 year ago are outdated :(
@Weaver_Games
@Weaver_Games 5 жыл бұрын
Yeah Unity has a propensity to release stuff early. It's both good and bad: I like that I can play with the technology but I'm too afraid to put it in a long term project as it will keep changing and upgrading the project gets harder and harder. I also wish more stuff would go out of beta. HWRP and LWRP are still beta. That tiny project thing is still beta. Auto LOD is still beta, etc.
@diptarkadas5193
@diptarkadas5193 5 жыл бұрын
Glad I saw your comment. I was watching this, and was thinking "Wait, that's not what I remember", and was going to revisit those tutorials.
@serj_1264
@serj_1264 5 жыл бұрын
@@Weaver_Games is AutoLOD free now??
@CariagaXIII
@CariagaXIII 5 жыл бұрын
@@Weaver_Games the last guy said unity keeps delaying new features. LOL
@scottcourtney8581
@scottcourtney8581 4 жыл бұрын
@@Weaver_Games You have to approach the previews with caution, of course, but I like the fact that the preview releases allow the developer community to have more input into the final design. Isolate the experimental features through careful functional partitioning so only a small part of the project needs to change to adapt to API updates. Scalpel, not shotgun.
@lemurza5236
@lemurza5236 5 жыл бұрын
Any chance of us getting the code for this?
@spe.z.artist
@spe.z.artist 4 жыл бұрын
What is the entity manager? I’m trying to use this but I don’t have a entity manager to reference Nvm* EntityManager manager;
@michaelharvey1355
@michaelharvey1355 5 жыл бұрын
Great demo, can I get the GitHub for the script?
@ssfnathotmail
@ssfnathotmail 5 жыл бұрын
mg, the sam dieter of unity.
@MikeGeigTV
@MikeGeigTV 5 жыл бұрын
Not sure who Sam Dieter is... is this a good thing?
@ssfnathotmail
@ssfnathotmail 5 жыл бұрын
@@MikeGeigTV it is. he's an Unreal guy
@Democracyphobia
@Democracyphobia 4 жыл бұрын
anyone knows if mike has any online courses . he is the kind of guys i need to learn from .
@Mehrdad995GTa
@Mehrdad995GTa 5 жыл бұрын
so no more of writing pooling systems, that's great 👍
@789blablajaja
@789blablajaja 4 жыл бұрын
I know you are joking, but you could really ditch it sometimes now. ECS combined with the incremental garbace collector- which works great by now - really lets you do a lot of things before instantiation and garbage collection becomes a problem. And before I try to pool prefabs that have to detach parts of itself while beeing active - and other messy stuff - I might just not do it if performance isnt an issue and Im not developing for mobile.
@lizkimber
@lizkimber 5 жыл бұрын
Ijust wish ecs collisions were covered
@Ryujin_IO
@Ryujin_IO 5 жыл бұрын
Any chance we can get the project or source?
@puretrack06
@puretrack06 5 жыл бұрын
Will there be any additional benefit from combining an object pooling system with the dots implementation shown?
@adribier
@adribier 5 жыл бұрын
I was wondering the same
@MikeGeigTV
@MikeGeigTV 5 жыл бұрын
Yes, though the impact of generating entities is minimal. So while it would be more efficient, it will be significantly less so as it is already very optimized.
@MasterofTights
@MasterofTights 4 жыл бұрын
Why do you have deltatime in the turntowardsplayer job? It's a dumb question, but this bit confused me.
@KimboKG14
@KimboKG14 5 жыл бұрын
uhm actually I have created a small game purely on ECS/jobs so now I will upgrade it with everything else that dots offers.
@apubetico
@apubetico 5 жыл бұрын
tell risk of rain 2 devs this should be the goal!!!!
@RalphBarbagallo
@RalphBarbagallo 4 жыл бұрын
So what I don't get is how do these DOTS entities collide with the GameObject if they aren't GameObjects themselves? Where's the collider?
@onesketchyguy6050
@onesketchyguy6050 5 жыл бұрын
Ah! Light theme! My eyes!
@igorthelight
@igorthelight 5 жыл бұрын
Agree!
@knyazvseyarusi9668
@knyazvseyarusi9668 4 жыл бұрын
Vampire!
@kalucky0
@kalucky0 4 жыл бұрын
It's easier to read on smaller screen 😉
@danielernst6816
@danielernst6816 5 жыл бұрын
What kind of dark magic is this!!
@cardgamesstall6117
@cardgamesstall6117 4 жыл бұрын
hi, can i get this project file to study?
@KimmyAlmighty
@KimmyAlmighty 5 жыл бұрын
YAY
@sandichhuu
@sandichhuu 4 жыл бұрын
Wow. That WTF FPS :o
@Weaver_Games
@Weaver_Games 5 жыл бұрын
Are the enemies on nav meshes or do they just go in a straight line towards the player?
@JohnyFirst
@JohnyFirst 5 жыл бұрын
They are just moved with their positions. No navigation involved.
@MikeGeigTV
@MikeGeigTV 5 жыл бұрын
They face the player and then move forward
@cosmotect
@cosmotect 5 жыл бұрын
I want to talk to code like this guy does
@MikeGeigTV
@MikeGeigTV 5 жыл бұрын
Talking to code is easy. Getting the code to talk back, that's a whole other thing...
@cosmotect
@cosmotect 5 жыл бұрын
@@MikeGeigTV hahah, well said!
@jonathanperreault4503
@jonathanperreault4503 5 жыл бұрын
im trying to figure out which packages and library i need to be able to use the Entity type in my code , as it is my packages are up to date and we never see the first lines of his code in the script where he creates Entity type variables
@MikeGeigTV
@MikeGeigTV 5 жыл бұрын
You need the Entities package from the package manager. The entity generation stuff was done in the video. Entity entity = EntityManager.Instantiate(...);
@RedRocksies
@RedRocksies 5 жыл бұрын
@@MikeGeigTV Entity entity = EntityManager.Instantiate(...); throws "cannot convert from 'unity.entities.prefab' to 'unity.entities.entity' ? what am I missing?
@MikeGeigTV
@MikeGeigTV 5 жыл бұрын
@@RedRocksies The latest version changed the syntax a bit. I am working to get an updated version.
@icecrystals2855
@icecrystals2855 5 жыл бұрын
Can I get the project to look around?
@MagicMiikka
@MagicMiikka 5 жыл бұрын
Want that too! :)
@callmedeno
@callmedeno 4 жыл бұрын
wait, so the ECS was only controlling the act of spawning the bullets, the normal gamecode updated them after that?
@vklymenko
@vklymenko 3 жыл бұрын
I believe that the thing is in memory manage. Sure, its possible to do same by taking all objects like FindByComponent and update them, but ECS doing it in some "sorted" way, already having all components sorted in memory and ready to use instead search any and make a list
@phobos2077_
@phobos2077_ 5 жыл бұрын
How do collisions work with DOTS?
@TheAndrejP
@TheAndrejP 5 жыл бұрын
You still have to roll your own, as far as I'm aware.
@EmanX140
@EmanX140 5 жыл бұрын
They announced Unity physics and Havok. Unity physics is available in the preview version. You can try it.
@MikeGeigTV
@MikeGeigTV 5 жыл бұрын
New DOTS capable physics was released at GDC. It is awesome, check it out!
@TheAndrejP
@TheAndrejP 5 жыл бұрын
@@MikeGeigTV ohhh, that's awesome! But I thought it wouldn't be released before the summer?
@MikeGeigTV
@MikeGeigTV 5 жыл бұрын
@@TheAndrejP Oh... whoops. You're right! Here I go getting my timelines mixed up. Sorry about that. What I meant to say was "New DOTS capable physics was NOT released at GDC. It WILL BE awesome, check it out, EVENTUALLY!"
@olieolieolieolie1249
@olieolieolieolie1249 4 жыл бұрын
While the performance of these new features is awesome I have a serious gripe with it: From my point the machine should adapt to my thinking and not the other way around. Stick with me for a turn to make my point: In the 70’s to mid 80’s we programmed Assembly, Pascal, Basic, Cobol… all procedural languages or (APL etc for functional programming) leading to too much time being used to code and debug. So to get more reliable code faster there was a move in the 80’s towards more powerful syntax constructs so we turned from procedural to 4th Generation languages like SQL, Natural, SAS etc. The point was to just tell the machine what I want and let it figure out the optimal way to do it… That worked very well speeding up database programming by factors of 20 or more. Then came the GUI and along with it the daunting task of managing many objects on screen. In the beginning most code for this was extremely buggy as it was too much for plot programmers to handle using procedural languages. The solution was to get a more abstract view in ways of object oriented programming. This helped the programmer with a more natural view of things and letting the machine do the handling of object communication in the background. Unity followed the approach by having objects and components. With the DOTS approach we are being thrown back to assembly level thinking. All this talk about “simple” and “straight forward” is not so as I am forced to understand all kinds of inner workings and contexts that I feel I should no be bothered with. It is not “simple” just because I don’t have to type much (which I don’t :-/ ) There is no obvious and intuitive red thread to all that syntax gibberish Unity has come up with to formulate these things. So here is Mike Geig showing me a truly generic way of turning towards something. In fact it is so generic and general that it covers everything (much more than I intended). And as a workaround I have to install yet another unintuitive measure - a dummy - to regain control. What a great concept… Why don’t you hide this stuff behind a component that I can just use instead of forcing EVERYONE to do that same coding over and over again. I feel the engine and compiler should this kind of optimisation behind the scenes… with as minimal control input from me as possible. Unity is breaking the OO paradigm to make me think for the engine instead of the other way around. (If I want that I might as well go back to assembly again…or C or any other procedural language…) This coupled with the insufficient documentation that I have seen from Unity in the past does not forebode well for fast, stable development. The learning curve is getting all the more flat… :-(
@gohelboy
@gohelboy 3 жыл бұрын
Does this performent on mobile ?
@notyetdecided5811
@notyetdecided5811 5 жыл бұрын
Good, much easier for hackers like me to find memory location. Thanks.
@CariagaXIII
@CariagaXIII 5 жыл бұрын
use dots when quantity is in mind.
@ArturoNereu
@ArturoNereu 5 жыл бұрын
That's one thing. But there are many other scenarios for DOTS. For example, running a mobile game at 30 fps on non-DOTS, battery lasting 1 hour. On DOTS, battery lasting 4. Just theoretical examples, but you can get the point :)
@themerpheus
@themerpheus 5 жыл бұрын
I wonder, in TurnTowardsPlayer script, you pass dt into job struct, but you never use it Mike?
@MikeGeigTV
@MikeGeigTV 5 жыл бұрын
Hah, ya good point. I suppose I didn't need it afterall.
@Angry-Lynx
@Angry-Lynx 5 жыл бұрын
Their ECS implementation is great, but threading is other subject. I really hate the idea of spawning jobs from main thread and then having to sync them. Async programming is so much more beautiful concept, especially for games, where most of stuff happens in loops.
@LittleRainGames
@LittleRainGames 5 жыл бұрын
You can always write your own multi threaded code.
@scottcourtney8581
@scottcourtney8581 4 жыл бұрын
Over time, I would expect there to be fewer explicit loops (especially polling or update loops) and more event-driven code, even if the loops still exist within the engine. The Linux kernel developers learned (partly through Linux being ported to IBM mainframes) that loops and close links to hardware interrupts and timers are performance killers when you massively scale up. (Do a web search for "Linux" and "jiffie" for some background reading.)
@thecrazy8888
@thecrazy8888 4 жыл бұрын
This is very cool BUT now there are two completely different things named "Tags" in the engine. Are you willingly trying to make it confusing?
@DavidGispert
@DavidGispert 4 жыл бұрын
my eyes got burned when you entered vs
@VladyVeselinov
@VladyVeselinov 5 жыл бұрын
holy shit
@TedThomasTT
@TedThomasTT 5 жыл бұрын
Is there really no way to see entities in the hierarchy? Don't like the sound of that even if the performance difference is incredible.
@MrCorrectify
@MrCorrectify 5 жыл бұрын
There is a separate entity viewer window that will show you a list of various entities in the game and their data. As DOTS becomes more standard, I assume there will be more GUI devoted to it.
@TedThomasTT
@TedThomasTT 5 жыл бұрын
@@MrCorrectify thanks
@ArturoNereu
@ArturoNereu 5 жыл бұрын
Not as of today, but if you check the Megacity project, you can see an implementation that goes from GameObjects to Entities so you can see, modify, etc. GO's in the Hierarchy, and then using them as Entities at runtime.
@murrayKorir
@murrayKorir 5 жыл бұрын
please put code in github its hard trying to implement this in our own projects when you have no idea how he started creating the archetypes
@FranciscoTChavez
@FranciscoTChavez 5 жыл бұрын
I'm nine minutes into the video and I'm a bit surprised that he left the call for the position inside an in-bedded for-loop. That's a value that gets calculated on every single call, so calling it multiple times in a single frame is frowned upon when writing performance code. I get that this is a demo for DOTs, and I'm impressed that this slower method was running so many times inside the initialization code, but having this inside the for-loop will create a limit for the DOTs initialization as he scales up the array size. That being said, his player object is at the top of the scene hierarchy so it shouldn't be too much of an issue in this case, but if you switch the spawn point into the position of a child object, then it could turn into an issue that's easy to avoid.
@DanyloSyrotynskyy
@DanyloSyrotynskyy 4 жыл бұрын
can we get the source code?
@antonivanov5536
@antonivanov5536 5 жыл бұрын
where subtitres?
@lupinedreamexpress
@lupinedreamexpress 5 жыл бұрын
Let me be the first person to comment "..." You're welcome, ellipsis fans. Dots.
@toxi6542
@toxi6542 5 жыл бұрын
You made me laugh gj
@nullified__
@nullified__ 5 жыл бұрын
wow people are early...
@hoseinabdl3263
@hoseinabdl3263 4 жыл бұрын
dude..if instantiating entity is outdated...why do you use it...
@gamedoughhh
@gamedoughhh 2 жыл бұрын
and this is the end of monobehavior.
@mygames545
@mygames545 5 жыл бұрын
Can anyone explain me what is DOTs
@scottcourtney8581
@scottcourtney8581 4 жыл бұрын
Data Oriented Technology Stack (the final "S" is also part of the acronym, not pluralizing DOT). :)
@conscarcdr
@conscarcdr 5 жыл бұрын
Much data, very sarcasm, wow
@jso19801980
@jso19801980 4 жыл бұрын
i understood n/a
@AustinPinheiro_uniquetexthere
@AustinPinheiro_uniquetexthere 5 жыл бұрын
where can i get that background ambiance sounds? (joke)
@oren2234
@oren2234 4 жыл бұрын
maybe dont spawn bullets on the go and use a pool of bullets ?
@ez4novi
@ez4novi 4 жыл бұрын
Oop < Dots
@Hamstermoviespro
@Hamstermoviespro 5 жыл бұрын
Please post the sample code of this project to GitHub! It would be greatly appreciated :)
@arm866
@arm866 5 жыл бұрын
You should really have a "flashing lights" warning before 16:37. That can't be good for some people to look at.
@Clystron426
@Clystron426 5 жыл бұрын
I'm sure epileptics have learned to quickly look away when they spot something flashing.
@KickBackStudio
@KickBackStudio 5 жыл бұрын
This is a criticism more about the title than the actual video, but: You say "Converting your game to DOTS" so I was hoping to see a real world, mundane example and seeing if there are any benefits there. Instead I learnt that DOTS is really useful in a totally implausible scenario, if I'm also following the worst practices ever. Thanks, I guess?
@yaminnather521
@yaminnather521 5 жыл бұрын
The second comment XD
@KevinHarper3DArtist
@KevinHarper3DArtist 5 жыл бұрын
Not a big fan of tutorials that have so many pre baked steps
@DreadKyller
@DreadKyller 5 жыл бұрын
The point of this presentation wasn't to be a tutorial, it was a demo, and introduction to some concepts, they have limited times in these conferences and can't spend too long writing up the demos they're going to showcase.
@stevenixx3595
@stevenixx3595 5 жыл бұрын
it looks messy, shame
@yesdude153
@yesdude153 4 жыл бұрын
More complicated programming = more losing of beginners. A bad policy.
@ThefamousMrcroissant
@ThefamousMrcroissant Жыл бұрын
Documentation still ass, experimental packages still hidden, updating old packages requires a manual partial rewrite. Support absolute Unity tier garbage as expected.
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