Here's a really great Unity feature you might now know about, build massive worlds! 🌐 Have you found the video Helpful and Valuable? ❤️ Support on Patreon www.patreon.com/unitycodemonkey or get the Game Bundle unitycodemonkey.com/gamebundle.php
@Gmania9994 жыл бұрын
Hi, I have all the characters in the RTS game controlled by one script (for optimization), please tell me is it possible to use hybrid render for their rendering and physics? Without ECS
@CodeMonkeyUnity4 жыл бұрын
@@Gmania999 The Hybrid Renderer is a renderer that works with ECS components so you can't really use it without ECS. You can manually draw a Mesh with Graphics.DrawMesh();
@joepeters87464 жыл бұрын
I can not make a subscene, the option is greyed out, can anyone help please?
@christofstanits3 жыл бұрын
@@joepeters8746 you need to save your currently open scene first.
@toppefall4 жыл бұрын
As always, delivering cutting edge DOTS insight. Very helpful and never stops amazing me how well you break these complex topics down into biteable chunks!
@CodeMonkeyUnity4 жыл бұрын
Thanks!
@Anthrocarbon2 жыл бұрын
First of all your typing speed and accuracy sounds like a stampede of little keyboard construction workers and I love it! Secondly, thanks for another great source of information about Unity features that are somewhat buried behind a competence barrier. I refer constantly to the official unity script API page and would never have found this info considering the way I browse it. I've been looking for a mechanism to increase performance on a single-scene game I'm building with a huge number of unique one-off meshes and materials, and I think this will be key to the solution. Thirdly, I continue to find it amazing how your videos make me feel smart and also stupid at the same time! This is great for helping me get an objective sense of my capabilities as a game dev, and I appreciate the opportunity to see how pro-level development is approached. Once again, the Unity community has shown that it follows an unspoken credo of helpfulness, unlike many other programming niches where the professionals and wizards treat the newcomers like worthless scum. CM, you make me feel included and respected.
@CodeMonkeyUnity2 жыл бұрын
That's great to hear! I'm glad the video helped you! Thanks!
@N1ghtR1der6662 жыл бұрын
I would love to see how you break up a 3d continuous world with subscenes and also once your world gets bigenough how the editor window performance is effected and can be improved. Another aspect with 3d worlds would be how do you deal with distant but visable objects that are visible from multiple subscenes away (consider a tower in or mountain in the distance)
@00xenobil002 жыл бұрын
Its the same thing, but you render everything in in a line in front of the character and dont render anything in the back and sides of the character.
@S_Tadz2 жыл бұрын
@@00xenobil00 culling and dynamically loading map chunks are not the same thing. You definitely can use both
@therealpeter2267 Жыл бұрын
You could use multiple LOD levels of subscenes, so like layer bigger subscenes, holding towers and big things, and smaller subscenes, holding trees, then grass, etc...
@JiraMelaj Жыл бұрын
Also helpful would be how to build a full size spherical (or geodesic polyhedra) planet without crashing the editor. There is a bit of a catch 22 with needing it cut up before making it. Looks like it would need to be done in stages with math & not just plopped in...
@JiraMelaj Жыл бұрын
Basically, some in editor dots terrain generation. Probably need to start as base shape before transformed into stuff & it's LODs.
@-pcmr-1084 жыл бұрын
This is exactly what I thought of doing when I heard of subscenes when they were originally announced. Just got back into messing with unity and was going to toy with this. Great that you have something up on it.
@onerimeuse2 жыл бұрын
You're basically my dictionary for when I'm watching more advanced dots concept videos and someone says something I don't understand (like subscene, for example). Fantastic channel, man.
@superbhack20342 жыл бұрын
bro you deserve at least 1 million subscribers. Your videos are amazing man
@born2kiss4 жыл бұрын
Great video. Please do a video about Animations using DOTS. Either with new Unity.Animations or some other way. Keep up the great work!
@yarikar3 жыл бұрын
WOW this is so helpful! Thank you! I can't wait finishing my bachelor thesis. I'll totally get either into your patreon or get the bundle this summer and start making small game projects. Your tutorials are such great entry points into larger systems. This is gold!
@CodeMonkeyUnity3 жыл бұрын
That's awesome! Best of luck with your thesis!
@petarstoyanov90244 жыл бұрын
This is amazing! Thank you from the bottom of my soul, we need such in-depth tutorials on various systems!
@euming4 жыл бұрын
3:49 when I right-click in Unity v2020.1.6f1, I don't have the option to "create subscene" at the bottom of the dropdown menu. I just have 'properties' as the last menu item. Is there some setting I need to check or some package I need to install first? Do I need to buy Unity Pro version? Is there another component I need to add somewhere? What's the missing information here?
@CodeMonkeyUnity4 жыл бұрын
Do you have the Entities package installed? Haven't touched DOTS in quite a while so it's possible the menu changed.
@DeadWayfes4 жыл бұрын
This really helped me! I look forward to apply this to my project! Thanks a lot!!
@misterquantum98404 жыл бұрын
You are the fastest typist I have ever seen on KZbin.
@GameDesignverse3 жыл бұрын
He uses speed force 😂
@erikm97689 ай бұрын
Thank you for this tutorial. I had no idea it was this simple
@erikm97689 ай бұрын
You didnt mention much about the LOD system with subscenes, but are these essentially just a substitute subscene if a subscene is very far away? Sounds like it could be faster than just relying on LOD gameobjects in a single subscene , but not a huge difference unless you have thousands of objects in your subscene
@tufanaydin63404 ай бұрын
If you unload subscene, load fake LOD model in there
@sumppi958 ай бұрын
for some reason the componentsystem namespace doesn't exist for me? What have I Done wrong?
@tufanaydin63404 ай бұрын
Did you find any solution? Ecs updated so much times. So i have same errors.
@GakuCMDR4 жыл бұрын
Thank you, I was looking for this kind of solution to my game
@estebansustacha19114 жыл бұрын
I don't know what I would do without your videos man! Thanks for the hard work, hope one day be able to support you on Patreon!
@marcelocosta96203 жыл бұрын
Wow! Great video! This is like Minecraft chunk loading system.
@eddyrc73 жыл бұрын
OMG YOU ARE PURE GOLD.
@iCeDrAgOn20254 жыл бұрын
There is so many possibilities that this can be useful for besides extremely Thing of a game that has a very complex UI with multiple windows or sections, those could all be saved in to a Subscene and loaded and unloaded as needed
@magnusm44 жыл бұрын
Subscenes, LOD, repeating texture render on multiple objects and Occlusion Culling. Ah there's so many built in easy performance improving features it's sad how few use this to make huge games
@iCeDrAgOn20254 жыл бұрын
@@magnusm4 The reason why not many are using it yet is because the DOTS packages are still in preview and aren't ready yet for production, but yes I do agree there is a lot of things in there than can help with 2D and 3D to greatly increase performance
@Jean-Francois_RobinАй бұрын
Hey! Thank you for your videos, as always super clear and helpful. I noticed that the classes you are refering to in the video (ComponentSystem or Entities) are not existing in newest version of ecs, I guess since you made the videos ECS as changed a lot. Do you know of places where we can find working examples with latest ecs version?
@CodeMonkeyUnityАй бұрын
I just recently finished my Free 7 hour DOTS course kzbin.info/www/bejne/Z5i2n4eiis-mY9U It's using Entities 1.2.3
@Jean-Francois_RobinАй бұрын
@@CodeMonkeyUnity 😍🐒🐒🐒❤❤❤
@falsecalamity4 жыл бұрын
Once again Code Monkey proves they are the best!!
@speedrob4 жыл бұрын
Thank you so much for this particular tutorial, very useful indeed.
@cgh3534 жыл бұрын
Im really thankful for all your video's. Thank You.
@seithcg4 жыл бұрын
That's a great tutorial, thank you!
@josueccama3034 жыл бұрын
wonderful, video, as always, details that make a difference, but I doubt, how would join sub scenes with path finding?. It would be a great video, that you could show how to make that union. Very good video, thanks for your time and dedication.
@CodeMonkeyUnity4 жыл бұрын
Pathfinding for massive worlds is definitely a topic I'd like to cover
@No_Ghosts Жыл бұрын
Would you consider doing an updated video now that 1.0 is out? The code in this video no longer works. Cheers.
@CodeMonkeyUnity Жыл бұрын
Yup I definitely want to cover DOTS as soon as I have the time
@No_Ghosts Жыл бұрын
@@CodeMonkeyUnity great, looking forward to it
@dclxviclan2 жыл бұрын
Amazing perfomance
@MrDeivis6664 жыл бұрын
I like this tutorial. Thank you
@shuashuashua14 жыл бұрын
As allways great vid !
@MasterofFire-sc3yn4 жыл бұрын
I would like to ask you if you can actually do an in-depth tutorial on animations in ECS.
@CodeMonkeyUnity4 жыл бұрын
I haven't yet looked at DOTS animations but it's on my list
@MasterofFire-sc3yn4 жыл бұрын
@@CodeMonkeyUnity Thanks, be sure to check your videos out!
@STARmod Жыл бұрын
How the reserved memory gets with this implementation?
@blobfish57134 жыл бұрын
Thanks for the juicy upload once again! can't wait to learn more !!
@lucaGameDev Жыл бұрын
Thanks always for your great work and ispiration. I reimplemented your example using Unity 2022.3 with Entity 1.0 and compare with MonoBehavior SceneManager.LoadSceneAsync. I create a demo Scene with 10000 SpriteRenderers. ECS -> SceneSystem.LoadSceneAsync has a very huge peak (FPS drop) at the really begin and it takes 37 frames to load the Subscene Mono -> SceneManager.LoadSceneAsync does not have any huge peak at the start and it takes 21 frames to load the scene (LoadSceneMode.Additive) During scene async loading they both have a similar fps It would be interesting if you create similar tests, to compare these two worlds (Mono and ECS). I guess with your experience you can create more reliable test results than mine.
@brockormond41314 жыл бұрын
As a theoretical, can you still have interactions in unloaded subscenes? Say you have a NPC chopping a tree down in an unloaded scene, can it make a sound? ;P But seriously, if there is a dynamic system in an unloaded subscence, can you still have its effects spill into loaded scenes? (Ex. A dam is set to blow on a timer and flood a region, but no one is around to see it, can other regions down river get flooded anyway?)
@washynator4 жыл бұрын
I'm an idiot, so you should probably wait for a comment from someone who knows anything. But I would imagine that it wouldn't be possible to have stuff happen in unloaded scenes (they are unloaded, after all). My (stupid) solution would be to use some kind of a trigger to make the thing happen anyway (you can use whatever system to load the scene to make the flood happen). For example game time? As in "after the game has been going for 50minutes, load the scene with the dam and destroy the town, then unload the scene until the player comes near".
@brockormond41314 жыл бұрын
@@washynator That's certainly one way for that sort of thing; but I'm thinking about dealing with massive dynamic environments where things can happen even without player involvement. Maybe something like another 'subscene layer' like how there can be a 'low render' and 'high render' scene depending on distance; there could be a 'data layer' which needs what's in the environment, but not any of the visual components (meshs/partical effects). Really just thoughts that came to me while watching the video.
@CodeMonkeyUnity4 жыл бұрын
Unloaded Subscenes don't really exist, if you look in the Entity Debugger the entities don't exist. I'm not sure if you can modify SubScenes after they've been converted, I believe they are meant more for the static parts of your game, so in your case you could use it for the terrain and whatever trees and rocks that never move but the dam and the water would be in normal entities on in a subcene that is never unloaded.
@zaingill95274 жыл бұрын
@@CodeMonkeyUnity So anything that is unloaded as a part of the subscene can't hold any state or persist and do it's own thing due to it not existing makes sense
@martimking1craft4 жыл бұрын
You should do what terraria does to subscenesyou have a timer always running and when a subscene is loaded it grabs your timer and do some time checks to decide what is the current state of the sub scene
@emoneydatruth13 жыл бұрын
Can we do this with bolt? I want to try and make a big world and this seems like the best way.
@souhailla103 жыл бұрын
looks great sir ! do you also have an example in 3d scenes ?
@MsDakota73 жыл бұрын
Maybe a stupid question, but say an enemey is supposed to patrol 3 different subscenes, how can we ensure the patrol actually happens when we unload one or multiple of the subscenes?
@AyItsKevin3 жыл бұрын
You just saved me so many overlap triggers lol
@make-a-game-com4 жыл бұрын
Cool. Always. Keep it up!
@JimboS1ice999 Жыл бұрын
So you create the large world then split highlighted poritons into subscenes?
@Kenbomp2 жыл бұрын
Only thing is you need to do your own format to track what's the next scene without hard coding it. But still useful
@foomaster63532 жыл бұрын
New to Unity, have been watching you videos and they have really helped me out a lot, thank you! Quick but possibly stupid question, would using prefabs in subscenes still propagate changes like they do if they weren't in a subscene? For example, if you wanted to change the color of the grass would you just change the prefab or would you have to "unpack" all the subscenes, change the prefab, then "repack" them?
@gdb55492 жыл бұрын
does this work for 3d too?
@BarioIDL Жыл бұрын
can i use subscenes for each characters like the layers of subscenes you mentioned?
@GunslingerP4 жыл бұрын
How would you create subscenes to make procedurally generated content? it seems you have to have a subscene created before you start a game, but there is no way to duplicate scenes. So there's really not a way to use this to make infinite worlds...
@erikm97689 ай бұрын
If changes are made to a subscene in run-time, are these changes persisted if you unload and load again?
@Un4GivNX Жыл бұрын
How does lightmaps work with subscene? Let's say you have one big world with 100 subscenes, I intended to bake the lighting. It is something that just works or will I be facing many bumps along the road? Also, same question but regarding baking occlusion.
@MilkyGamesOfficial Жыл бұрын
Is this better performance for 3d or would unity addressables be better for 3d?
@laserbean00001 Жыл бұрын
So this is only for a static environment right?
@andrewshandle4 жыл бұрын
This is a great video and I can't wait to give it a try. One thing I've noticed on this and the Prefab video is you are making Systems instead of Jobs for some of these systems. While I haven't tried this particular one out yet, shouldn't a "SceneJob" work fine to handle all of this or would it not worth with the Burst Compiler? Similarly I've found that spawning a prefab in a Job with DOTS also doesn't work with the Burst Compiler which is frustrating, if I want a Player to fire a Projectile Entity (something that would be incredibly common in a game), not being able to do that in a worker thread seems to be a problem. That, or am I missing something? (I really hope I am).
@iCeDrAgOn20254 жыл бұрын
Not every system has to contain a job. Systems such as movement or turning on or off a single entity would run so quickly that it's actually better not to set such up as a job because it would just lead to you as the developer needing to write more code.
@andrewshandle4 жыл бұрын
@@iCeDrAgOn2025 The new JobComponentSystem in the latest preview is the same amount of code as a ComponentSystem and it'll use Burst Compile by default. You'd think for consistency you'd just use the same one all the time if possible. I do think Systems are a bit easier by default since it doesn't require using Buffers, but it'd be nice for the future of DOTS if there'd be a consistent way to do it.
@MechabitGames4 жыл бұрын
@@andrewshandle I think creating a job has an overhead so for player interactions for a single character you're probably better off not using jobs?
@CodeMonkeyUnity4 жыл бұрын
Normally I use the ComponentSystem when its something very simple like here just moving a single Player but yes ideally in a proper game you would make Jobs for everything. I believe the plan is to merge ComponentSystem and JobComponentSystem into one so in the future it'll be very easy to convert them. There is a small overhead when creating the job and their goal is to bring that down as much as possible. In terms of spawning prefabs you can do it with Burst but you don't do it with EntityManager.Instantiate(); You do it with a EntityCommandBuffer.Concurrent
@andrewshandle4 жыл бұрын
@@CodeMonkeyUnity I definitely understand that for input, since Job or otherwise, it'll pretty tiny, it's not like movement, rotation or pathfinding which might influence 10s of thousands of entities (depending on your game of course). I should probably stop worrying around a tenth of a millisecond here or there with small Systems and Jobs. ;) Keep up the good work, I find these videos incredibly helpful.
@yourgadget3577 Жыл бұрын
I'm using Unity version 2019.4.25f1 and don't have that option. Why?
@sekker2k4464 жыл бұрын
Awesome!! Thanks
@DeadFrontierCamouflage3 жыл бұрын
Hey CodeMoney Can I use triggers for this too? trigger enter and exit?
@nickdev2 жыл бұрын
iknow this video is little ...old.. but... this can solve Float Origin Problems too? if yes... how?
@Kondensatorr4 жыл бұрын
Is it possible to add entities to Subscene in runtime or generate new Subscene with some entities? For example for procedurally generated terrain in ECS?
@CodeMonkeyUnity4 жыл бұрын
I'm not sure, that's something I still have to research. I imagine it should be possible since that would be a perfect application of this system.
@vildauget4 жыл бұрын
@@CodeMonkeyUnity Looking for the same, it'd be great for procedural work. I don't see any methods for it in Unity.Scenes, but I might miss something with my limited understanding of it all, docs.unity3d.com/Packages/com.unity.entities@0.5/api/Unity.Scenes.html
@F3L04 жыл бұрын
Yep , there we go !
@adrim.m.71492 жыл бұрын
how did you use the subscene I entered Unity and if I drag a Scene inside my actual Scene it is not child of the first
@flashpointstudios79104 жыл бұрын
Aren't infinite worlds still plagued by floating point precision issues? Or do subscenes fix this by default?
@alcofribasnasier18383 жыл бұрын
floating points can easily be fixed with a simple return to origin, and it doesn't take more than 50 lines of code to do it.
@flashpointstudios79103 жыл бұрын
@@alcofribasnasier1838 I know and I've done that myself. The question was do subscenes fix the floating origin problem. Also congrats on 50 lines of code, but I doubt that works for larger projects.
@ODCrab4 жыл бұрын
Cool concept. It seems a lot cleaner than having scenes that are only whole if you remember to load in it's sibling scenes. And I never even thought of doing LOD's for entire scenes. I feel like you should have left a disclaimer when you just cycled through the whole sub-scene array to find the closest ones. That is bound to get slow when you have hundreds of these things. Its a weird problem to solve in code. So I think I would add a collider to each sub-scene and put them on a "sub-scene" physics layer. Then do a sphere cast with a layer mask for the sub-scene layer, from the player's position to find which ones are close. Sort of like a radar.
@CodeMonkeyUnity4 жыл бұрын
Sure if performance becomes an issue you could build some colliders or just simply test the distance only once per 5 seconds instead of every frame.
@austinwhiteted82312 жыл бұрын
Could the scenes be infinitly generated?
@Adamthegeek703 жыл бұрын
How would this work with basic multiplayer (lan or intenet via photon etc) with players far and near. each other.
@kken87664 жыл бұрын
This is awesome!!!! Thank you very much ~
@Gonzakoable4 жыл бұрын
know any way to dynamically create subscenes at runtime?
@sanzjulio4 жыл бұрын
how can be changed from distance to trigger with colliders?
@NerdBarChronicles4 жыл бұрын
Do you still have to worry about the issues when you get far away from the origin using this method?
@trexarain7943 жыл бұрын
Do this work on mobile and for 3d worlds?
@jittojoseph91953 жыл бұрын
how do you prefer to use subscenes in multiplayer?
@calebvaccaro4 жыл бұрын
Would this work with Multiplayer? I have some ideas on how to use it but just wanted to make sure it's feasible.
@mehcaqueen3 жыл бұрын
Can subscenes be different sizes or must they remain in a grid of all the same size? Say there is a very large scene where the camera zooms out and you want to contain it all in one scene, but there are other surrounding ones that are much smaller. Would this have any long term problems? Assuming all of the subscenes along side the edge of the largest one still have the same length and there arent any gaps within the map.
@Lythowastaken4 жыл бұрын
So if I understand right. I could use SubScene to put a level into it? So I can load unload levels with it?
@bodyclockgames92724 жыл бұрын
Been playing around with this. All works fine in the editor - but doesn't seem to work in a build :(
@johnnydoe66964 жыл бұрын
Is it possible to create a new subscene from selection, and then close for editing at runtime? For example if you wanted to split a large existing scene into subscenes at the start of the game.
@shiv-iwnl81883 жыл бұрын
how do I add a LOD system, my meshes are created at runtime but I don't know how to have the chunks change their mesh to a lower detail mesh if the camera is further. I know how to actually load the entire chunk but not the lower detail one is the problem!
@tonymax75033 жыл бұрын
Is there a way to await subscene completely loaded?
@pietromaggi92594 жыл бұрын
It would be possibile to create subscenes from sprites and tilemaps ? Maybe you should implement some sort of conversion to meshes, I guess
@zy-blade4 жыл бұрын
Just as I needed it, great! One question though; How to handle dynamic objects like enemies? They can't be loaded/unloaded based on the subscene, because they could follow the player for example. And what, if I want to save the state of an object, before it gets unloaded, so when I go back later, the object remains like the player left it? I will surely implement this, but this could be content for some of your next videos =) Keep up those awesome videos! (yea, that were 2 questions ^-^)
@CodeMonkeyUnity4 жыл бұрын
SubScenes are only meant for either static entities or entities where the state doesn't matter (like a flock of birds) so if you want some sort of state to persist then don't unload it through a SubScene. As soon as you load it loads from the data on the binary file regardless of what changes you made while the SubScene was loaded.
@zy-blade4 жыл бұрын
@@CodeMonkeyUnity Yup, that makes sense. Thanks.
@ChrisTharpArt4 жыл бұрын
Very interesting stuff.
@JC-jz6rx4 жыл бұрын
can i implement the same on a unity terrain?
@Ahmed-ic9ft4 жыл бұрын
hi, how would this work if i had objects that the player would interact with such as trees that fade when player is behind or effects like particles which is not static. also dose the vector3.distance work if my player is normal object and compare to entity pos?
@abdelrahmanmohammed94054 жыл бұрын
Is it possible to interact with the subscene objects in the game? Like destructing objects, etc...
@CodeMonkeyUnity4 жыл бұрын
You can, but if you unload and then reload the subscene I believe they will all go back to their starting state.
@L0upyb0y4 жыл бұрын
You could use an external map save file to store booleans for each destructible object to mimic this? IDK how efficient it'd be, but it could be a great start I guess
@Quaternionuur Жыл бұрын
What is the difference between this and occlusing culling? The other seems more appealing and practical
@neilfosteronly Жыл бұрын
This will unload the asset so they are not in the ram. With occlusion you don't render objects but they are still loaded and take up memory.
@yaarrghmematey4 жыл бұрын
This is awesome! I haven't looked into SubScenes and your video is the first time I heard of SubScenes, I have been waiting for DOTS to mature before I rewrite the game engine for YAARRGH! Correct me if I am wrong and what I can tell after watching your video, I could replace my cached queue LIFO Chunk Manager with SubScenes? With your experience using SubScenes and its seems plausible, to have multiple SubScenes of about 10x10x10 size for a 3D procedural world? This is why I am loving DOTS, been working with DOTS for about a year, it is awesome and now with SubScenes, if it can do chunk management, procedural worlds will be amazing!
@CodeMonkeyUnity4 жыл бұрын
The one thing that I'm still not entirely sure about is if you can create or modify subscenes in runtime so I don't know how they would work for a procedural world. I'm guessing it should be possible since it does seem perfect for that use case but still need to research that.
@yaarrghmematey4 жыл бұрын
@@CodeMonkeyUnity Thanks mate, I will check it out later, hope it works out
@serjserj78503 жыл бұрын
Hi, I have problem with sub scenes, in my game when I am activating subscene the models are loading but, colliders does not work, So I can go through with my character or any other physical object
@mmx.official4 жыл бұрын
Can you upgrade the package dependencies to 2019.4 LTS please?
@daniilparokonnyy79804 жыл бұрын
Do you think, is it a good idea to load a subscene with common game manager and canvas to similar scenes, such as levels?
@CodeMonkeyUnity4 жыл бұрын
Yup, from what I know the goal is to eventually have everything inside SubScenes so you won't even need to use the ConvertToEntity Script However there are still a handful of things that don't work as Entities like the Camera and the UI so for now those have to stay in normal game objects and everything else can be inside a SubScene
@jobinjeeji35023 жыл бұрын
Its working fine on pc but when i build on android its not rendering objects inside subscene. I have intsalled hybrid renderer. Please suggest a solution. Im using unity 2019.4 so im also using hybrid renderer v1 do you think that could be the issue? Do i have to upgrade to unity 2020
@МаксимМарченко-н8ы4 жыл бұрын
As always great video. Could you answer is it possible to save subscene like prefab and use it for instantiating in further? And how could we process some managed object inside subscene, like npc? Will they unload with the subscene and won't being processing? or maybe is there some work around?
@CodeMonkeyUnity4 жыл бұрын
When the Subscene is unloaded the objects are destroyed. But you could keep the logic of the NPC in another Entity that is outside the subscene and only have the visual inside the subscene and when that is loaded you look up the current state of the logic Entity to display the visual.
@МаксимМарченко-н8ы4 жыл бұрын
@@CodeMonkeyUnity thank you for answering. but what about subscene like prefab? is there not some tricky with it?
@thibaudgayraud64004 жыл бұрын
Hi, Awesome stuff as always, I really like your tutorials on DOTS with unity. I was wondering, in this vidéo you create a variable of class :"SceneSystem" and I can't seem to access it, am I missing a package or something? Take care and I can't wait for your next video.
@CodeMonkeyUnity4 жыл бұрын
It's inside Unity.Scenes
@thibaudgayraud64004 жыл бұрын
@@CodeMonkeyUnity Thanks for your answer :D, I'm implementing Unity.Scenes, but it seams like there is no system called SceneSystem. I have access to something called SubSceneStreamingSystem but then there is no function called loadSceneAsync or anything alike.
@Dimencia4 жыл бұрын
tbh the thing that I'm amazed about in this video ... I didn't think unity's DOTS worked with its physics. But if you can convert a subscene to Entities, then I imagine all the colliders, meshes, etc all still function. And I thought the problem with DOTS right now was that we didn't have access to physics with it? Guess I'm gonna have to do some research
@CodeMonkeyUnity4 жыл бұрын
DOTS Physics has been in development for quite a while and is already very advanced, check it out kzbin.info/www/bejne/eGS2d4qjbsyegpo
@armoredgreatbear4 жыл бұрын
Very useful and very cool, thank you so much for the tutorial, but I have a question, can this system be used with the grid based map unity system? If so, a tutorial on that will be awesome.
@CodeMonkeyUnity4 жыл бұрын
Hmm used with the Grid System how? I guess you could make a subscene and store it in each grid position but that's what's already being done here so no need for the Grid System in this case.
@witek_smitek4 жыл бұрын
Hi Code Monkey, Thanks for great (as usual) tutorial! I have one question for you - how do you handle obstacle collisions and movement constraints with ECS? Let's say we have one character controlled with WASD movement. What is the best way to constrain it so player wouldn't be able to move through objects? In legacy unity we have CharacterController script, but how we can achieve it in ECS? Is using DOTS Physics lib is good for it? Let me know what you think...
@Gahast2 жыл бұрын
Is it already possible (and save) to use that in production?
@CodeMonkeyUnity2 жыл бұрын
DOTS involves 3 things, Entities, Job System and Burst Compiler The Job System and Burst compiler are already production ready Entities is still in preview
@Gahast2 жыл бұрын
@@CodeMonkeyUnity And sub scenes are part of entities, right? That would mean the sub scene workflow isn't production ready or am I wrong? Thanks for the answer btw
@ColtPtrHun3 жыл бұрын
What does it mean that GameObjects are converted to entities? What are the pros and cons? What do entities have to do with subscenes?
@SCOTTINPYOHONG4 жыл бұрын
After adding another gameobject into subscene, all gameobjects are drawn in wrong place, but their colliders are on correct position. Do you know how to fix it?
@pushingpandas6479Ай бұрын
please make tutorial for 3d subscnces
@youtubechannel5484 жыл бұрын
Would it be possible to see a video on the day and night cycle for 3D games? Like some procedural skybox that uses a custom shader. I'm terrible when it comes to shaders..
@youtubechannel5484 жыл бұрын
@@bezoro-personal Yeah but it's way to basic looking. Wish there would be a way to add more details to the skybox. Like the moon and stars. Also if you want to have different settings, like completely couldy sky.
@CodeMonkeyUnity4 жыл бұрын
Not sure about 3D games but the Lost Crypt demo has a gorgeous Day Night transition
@youtubechannel5484 жыл бұрын
@@CodeMonkeyUnity Yeah I have looked at the Lost Crypt demo project, but unfortunately for 3D this method for the day and night cycle would not really work. :/
@MatthewTrecozzi4 жыл бұрын
Hey! Is there any way to integrate the visuals of the converted "Quad-Sprites" in the sub scenes with the 2D Renderer in the Universal Render Pipeline? I wouldn't expect them to work with with say 2D lights, but I'd be interested in a system where Sub scenes can stream various background details in parallax with a standard foreground workflow using UWRP's 2D Features. Thanks for the content as always.
@CodeMonkeyUnity4 жыл бұрын
Hmm I'm not sure, right now the Hybrid Renderer is really meant to only work with 3D although I believe there's a massive update coming soon around GDC so looking forward to seeing what they add.
@christofstanits4 жыл бұрын
another great video! thank you very much! Going on from this. How would you add components to the entities in your subscene? What would be a proper way to identify entities in the subscene so you can add components correctly?
@CodeMonkeyUnity4 жыл бұрын
Usually you can identify a certain entity by adding a empty tag component
@christofstanits4 жыл бұрын
@@CodeMonkeyUnity thank you! My Problem was that I hadnt known I can just add IConvertGameObjectToEntity to the subscene gameObjects. there I can add all the tags and whatever I need.