Let's Dev: DOTS Livestream

2024 ж. 23 Сәу.
8 026 Рет қаралды

Join us Live on Wednesday at 12pm ET for a stream you won't want to miss!
Important Links:
Learn more about DOTS: unity.com/dots
Webinar - Converting a Game to DOTS unity.com/resources/how-to-co...
Unity Learn - DOTS Basics: unity3d.info/DOTS-basics-1
DOTS Pro Training: unity.com/learn/professionals
DOTS Reading list: unity3d.info/dots-reading
DOTS ebook (pre-reg): unity3d.info/dots-ebook
DOTS Pro Training unity.com/learn/professionals
Link to our Forum: forum.unity.com/forums/entity...

Пікірлер
  • The replay is unfortunately missing the live tchat & the links :)

    @touhma6685@touhma668511 күн бұрын
    • Seems to be up now! :D

      @DanielKierkegaardAndersen@DanielKierkegaardAndersen11 күн бұрын
  • The engineer's answer as to why to bake entities at runtime is very strange. It seems that he has not encountered commercial development for mobile games. For example, asset bundles. Or even much simpler. For example, you have a player with different skins and you need to load the player with the corresponding skin accordingly, and so on, and many more things need to be loaded into the scene without pre-baked

    @kostariev_vadim@kostariev_vadim10 күн бұрын
    • Loading the right skin (or player with a skin) is a matter of picking the right asset. The asset itself will still be baked, so it's as runtime ready as it can be. What happens at runtime is you pick the right one. That's what baking is. Simply a way to make your content as runtime ready as possible. What you then decide to do at runtime should then be based on what you composed at bake time. I can also recommend you look into `Content Management` in the Entities Manual. It let's you do stuff like stream in asset bundles of prebaked Entity data. Please share if there's anything you're missing.

      @danielkandersen6599@danielkandersen659910 күн бұрын
    • @@danielkandersen6599 Okay, that's clear. But imagine ten plus skins and different levels. Now you need to keep those players with skin baked on every stage in the collection. I am talking about the fact that there is no possibility of use prefabs that can be downloaded from resources.

      @kostariev_vadim@kostariev_vadim10 күн бұрын
    • @@kostariev_vadim We have Entity prefabs that can be downloaded. The issue with this question is always coming from a place of assuming your base data must always be GameObjects at runtime. First, this just isn't true. Second, if for some bespoke reason on a project it IS true, the last thing you want is the enormous complexity of Baking to turn some GameObjects into Entity data, that is always better done manually in a runtime scenario. Baking is huge amounts of code designed for error tracking, incremental safety and so on, many many features that make sense in an editor authoring experience and would be extremely slow compared to just manually creating the entity and setting the values yourself.

      @christopherr-unity@christopherr-unity10 күн бұрын
    • @@christopherr-unity Well, then it would be great to see such a series of videos where such solutions will be shown in practice. Because now I have no idea how to get around it.

      @kostariev_vadim@kostariev_vadim10 күн бұрын
  • all that money investors put into unity, and this is the result? my dear god...

    @MysticCoder@MysticCoder8 күн бұрын
  • These talks be too much talking and not enough action and showing what they talking about... Staring at these guys faces sucks.

    @B_Carr007i@B_Carr007i10 күн бұрын
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