Thank you! Honestly the github was the useful part of this for looking at the entire example. 10x better than any official Unity samples. Idk what they are doing over there haha
@powow21203 ай бұрын
Really quick and helpful! I wish I could like your video twice.
@ThompZon Жыл бұрын
Dude, I've been looking for something like this for a few hours. You explained exactly what I needed in 5 minutes what tons and tons of documentation failed to describe to me. Thanks!
@rubenbohnet7134 Жыл бұрын
Brother, when the things I want to do in dots get slightly more involved I always end up with your tutorials. Thank you so much!
@FrankLin-mr5ss Жыл бұрын
Literally the best. Thank you
@EmanX1402 жыл бұрын
Yay! My favorite dots tutorial here! Thanks a lot for your work.
@casproduksiyoncasoyun44972 жыл бұрын
At last. Finally. Nice video again. Thank you.
@hoangtongvu99528 ай бұрын
the ITriggerEventJob must be schedule per frame or not? I did EM.Instantiate() a Collider entity, I scheduled the ITriggerEventJob, nothing happened even I see my collider already exist in game view. I did EM.Instantiate() ..., I scheduled the ITriggerEventJob second time, trigger event occured but only happen for the first collider. Do the same stuff and trigger event occured for the first and 2nd colliders, not the third one. The system of mine did those things above is in SimulationSystemGroup (cause i need to capture Input from mouse). Thanks for reading. *Update: I think I found the root problem but have no way to test it. EM.Instantiate() run after PhysicsSystem which means we have to wait until next frame occured so that PhysicSystem would run to update collision data, my ITriggerEventJob may be just too fast and got executed right in the previous frame (collision data have not been updated)
@WAYNGames8 ай бұрын
Your ordering of systems, ECB and job is probably the reason you are right. You can add consol logs to check the order of stuff 😁.
@casproduksiyoncasoyun44972 жыл бұрын
Will you make Pathfinding and DOTS tutorial?
@WAYNGames2 жыл бұрын
Hellos, thanks for the question. There isn't any pathfinding/navmesh module in DOTS yet. It would have to be built from the ground up or I would have to use the hybrid approach. If you look for navmesh in the DOTS forum you will find interesting thread where community members provide some solutions. Given the amount of work that it would require, the fact that it's not really a good fit for a tower defense and the amount of other stuff to cover I think it will be some time before I cover any pathfinding/navmesh feature related to dots. If demand is high enough, I may do an "hors series" episode about it though.
@casproduksiyoncasoyun44972 жыл бұрын
@WAYN Games thanks for answering. I am glad to hear there is a thread in forum. Anyway I am excited to watch blobasset topic as soon as possible.
@dfjaabontsj7602 жыл бұрын
thanks!
@mrbinggrae59542 жыл бұрын
Is the defense tutorial over?
@WAYNGames2 жыл бұрын
Hello, no it is not. There are still so much to cover (UI, scene management, build, chunk, jobs,...) Not even including multiplayer. I will keep sharing my knowledge using the tower defense as a practical case throughout 2023. It will take time but hopefully it will be worth the wait and the effort ☺️.
@mrbinggrae59542 жыл бұрын
@@WAYNGames Thank you for your hard work.
@ЭдуардКик2 жыл бұрын
thanks
@kostariev_vadim6 ай бұрын
this is all good, of course, but for me, for example, particles work perfectly in the editor and are absolutely not displayed in the build for Android
@WAYNGames6 ай бұрын
I would suggest you file a bug report and post it on the forums. You can also try to build for another platform to check if that works and narrow down the issue to android. You can also try to instantiate the VFX yourself or last option that comes to mind and that I need to have a look at too is to look at the megacity metro to see how they handled vfx
@kostariev_vadim6 ай бұрын
@@WAYNGames Actually, I didn't look in the samples from unity how they do it, Thanks