Multi-threading in Unity: Introduction to DOTS Job System

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Whether you're a beginner or an experienced Unity developer, this tutorial is perfect for those looking to improve their game development skills and create highly optimized games. You'll learn how to write C# code that's optimized for multi-threading and how to use the DOTS Job System to create high-performance games that run smoothly on any platform.

By the end of this tutorial, you'll have a solid understanding of how to use the DOTS Job System to enhance your game's performance. Plus, you'll be well on your way to use that knowledge with Entity Component System (ECS), a key concept that is the future of Unity game development.

SOURCE CODE & FOLLOW ALONG CONTENT
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CHAPTERS
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00:00 -- Intro
00:35 -- What is multi-threading ?
01:54 -- Simple IJob syntax
03:12 -- Schedule & JobHandle
05:17 -- Native Containers
06:40 -- Job Completion CAUTION POINT
07:32 -- Dependency Management
08:25 -- Job Completion Callback
09:25 -- Parallel Jobs
10:28 -- Outro

SOCIAL
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#UnityGameDevelopment #jobs #MultiThreading #gamedevelopment #gamedev #dots #ECS #CSharpProgramming #csharp #unity #unity3d #unitydots #GameOptimization #UnityTips #UnityTutorials #GameDevCommunity #IndieGameDev #GameDevelopmentTips #GameDevelopmentResources #GameDevelopmentTools #GameDevelopmentEducation #GameDevelopmentCourses
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Great video, thank you for making this!
It gives a lot of insights into job system
explained in a simple and visual way 👍

Haxelrd
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Looking forward to seeing more. (like eventmanager or FSM in Dots)

casproduksiyoncasoyun
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I have a character object, a collider with a body, and a collider with a vision. I want to close the collider when the collider of a character touches the collider of the enemy's body, and stop attacking other enemies. After the enemy dies, open it again How can I realize the collider of the field of view?

蒋家焘
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Man I like your videos and subjects that you cover — it is all incredibly useful.

But the avatar is very distracting and it is difficult to watch to the point I have to cover it up with something so I could follow what’s happening on the screen.

1) It’s very high contrast and saturated compared to the things on the screen
2) the sims 3 expressionless look is a bit odd with open mouth that doesn’t follow well the text

If it wasn’t as noticeable or at least synced with your actual lips and expression, it could be a much better watching experience or have no avatar at all.

To me the dated avatar look is just bad enough to the point I have to look for other sources because it really distracts visually from otherwise quality content and presentation that I would love to see more of.

uberjuice