Unity - Procedural Walk in ECS - PWP 03

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This was quite hard but I got it working at the end.
What I realized: Translation and Rotation set the local position. To transform a world position/rotation to a local one, you actually have to use the parents LocalToWorld matrix, because the child is in parent space. The actual values are then inside the childs localToWorld but in the space of the parents localToWorld - what a brain cracker.

Also ComponentDataFromEntity is the way to get/set Data of other Entities.

Everything else was just trial and error.
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Looks great. I just started messing with this as a "break" from my main project. Have you looked into skinned meshes yet?

dvgen
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Looks good. What are you planning on using it for?

moneyl
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Is this custom made ECS code or are you using GPU Crowd Instancer (Hear its popular & thinking about getting it)

BlakeGillman
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How tho? Do you specify special tags for each relevant bone and then iterate through animation frame data?

Busterful