5️⃣ Unity ECS Tutorial • Player Shooting (1/3)

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In part 5 we'll begin implementing player shooting, which we'll complete in parts 6 and 7. You'll learn how to create a Unity ECS system that utilizes the C# job system.

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So nice to see that Pure ECS is getting more and more complete! Thank you for sharing!

ShinStalk
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Your ECS tutorials are brilliant, thank you for all the hard work!

sskenth
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Very nice tutorial series! Keep up this great effort! I'm very excited how to...
- tune various properties (bullet speed, range, etc.) in the editor while the game is running.
- deal with reference types like strings and so on?
- deal with particle systems (spawn explosion effects)?
- deal with collisions
...in (if possible) pure ECS or hybrid ECS. ;-)

vitamincplusplus
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Loving the videos, though working with preview features is a tad annoying due to the changes.

Not sure if what I did is "right", but here are the changes I made while following along to at least remove all errors:
Using Unity 2018.3.0f2

7:34: AddComponent has two signatures (int jobIndex, Entity e, T component) and (int JobIndex, T component)... to get it working I followed the first signature and:
EntityCommandBuffer.AddComponent(index, EntityArray[index], new Firing());

9:45 CreateCommandBuffer() no longer implicitly casts to concurrent. had to slap a .ToConcurrent() in there.
EntityCommandBuffer = _barrier.CreateCommandBuffer().ToConcurrent(),

jeffreyquinn
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I’ve been waiting for this! Thank you so much for your content.

almighysanti
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very very nice. I'm slowly getting this. Super helpful... and yay.. i got my shout out! lol Keep those great tutorials coming. Can't wait for the next one.

happyfarang
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Just a heads up. ComponentDataWrapper is now ComponentDataProxy

albertoha
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Most of the Components mentioned are deprecated , can u pls make an updated video for the same, Thank You

Jobzachariah
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This series is great! Thanks for your hard work.



Sadly I'm also stuck with the command buffer error and can't come up with a workaround.

XRCADIA
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I had a problem with unity 2018.3.5 the componentDataWrapper namespace couldn't be found fixed it with COmponentDataProxy I Thought this is the same thing.

rickrijkers
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Nice tutorial! One question though: Why schedule the job if the fire button isn't pressed? That just seems like wasted resources.. or am i missing something?

Kabbinj
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I think you may have to do a brand new tutorial. There have been a few changes. That being said, I am following along.

pirateskeleton
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In my case....
Unity version 2018.3.0f2
Entities Version : 0.0.12-preview.21

PlayerShootingSystem.cs -> Error fired : CS0453


Fixed an error in the following ways

*PlayerShootingSystem.cs
EntityCommandBuffer.AddComponent(EntityArray[index], new Firing());
->EntityCommandBuffer.AddComponent(index, EntityArray[index], new Firing());

EntityCommandBuffer = _barrier.CreateCommandBuffer(),
->EntityCommandBuffer = _barrier.CreateCommandBuffer().ToConcurrent(),

kymcapzzang
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Is the unity job system just a shortcut? Can't you get the same performance if you wrote the multithreading system yourself?

MalikenGD
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Hello, I was wondering about using Unity ECS and UniRx in conjunction. Is it possible? Do they overlap? Are there performance benefits?

kaldogorath
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A lot of the components are depricated. Can you make an update video?

aleksandraaleksandrova
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Hi, thank you for these awesome Tutorial. I'm having a problem in 2018.2.1f1 when I try to implement the PlayerShootingSystem. When I press play, Unity tells me that EntityArray must use [ReadOnly] but when I put it the [ReadOnly] attribute is red and tells me "There is no argument given that corresponds to the required formal parameter "isReadOnly" blablabbla... Did you encounter this?

jonathansaindon
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It's kind of depressing somehow. I like the idea of ECS...
But seriously? So much code to spawn a bloody bullet?
Maybe I just miss something and don't really get it.
But it looks like we walk up 20 stories of a building just to take the elevator down to the second floor.

mcgeufer