Unity DOTS Multiplayer: First Steps to Victory - #3

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  • Опубліковано 5 січ 2025

КОМЕНТАРІ • 25

  • @yusencaballero3368
    @yusencaballero3368 Рік тому +7

    Thanks so much for doing DOTS netcode tutorials. Looking forward for more of these in the future! Awesome tutorials

  • @Dogoodah
    @Dogoodah Рік тому

    Nice tutorial, I may be stupied.
    Btw, I actually got it when I was watching it, I thought that it is so much more complicated than that. Thank you!
    Don't stop, I am very interested in new Netcode for Entities videos especially in dedicated servers and such.

  • @spectrecular9721
    @spectrecular9721 Рік тому +5

    Now with entities 1.0.10 in full swing, are there any plans on revisiting this tutorial series? It's one of the best ones out there, but there have been some deprecations

    • @InexperiencedDeveloper
      @InexperiencedDeveloper  Рік тому

      I have been out -- but I will for sure if someone already hasn't taken the reigns and you aren't an expert yet lol

  • @PG13park
    @PG13park Рік тому +1

    This series is so awesome I think it’s the only NCE multiplayer tutorials on UA-cam and you make it fun and understand. It would be awesome if you could cover how to sync static and physics based objects. It would also be awesome if you could show us how to connect this to unity’s Game Server Hosting and Matchmaker services!

  • @sandrawiedel5411
    @sandrawiedel5411 Рік тому +2

    Excelent tutorial! I realy like to see more.

  • @josephseger6053
    @josephseger6053 Рік тому +2

    Just FYI you can you use the new Input sytem with ecs

  • @pgn1807
    @pgn1807 Рік тому +1

    great tutorials, thanks a lot.

  • @madboxtv6853
    @madboxtv6853 Рік тому +1

    ah for the inputSystem they are some way to do it at this time :
    1)ua-cam.com/video/YzezqDqr7RM/v-deo.html
    2)ua-cam.com/video/bFHvgqLUDbE/v-deo.html

    • @madboxtv6853
      @madboxtv6853 Рік тому

      hi i tried to refactor your code with this one ua-cam.com/video/6Vm5m-E5vNo/v-deo.html trying to take the best of the 2 but failled horribly ( i mean it work 50% only i.imgur.com/ndaf0IF.png) and the input are already set with a value without pressing any key

    • @madboxtv6853
      @madboxtv6853 Рік тому +1

      it's finaly working as expected the only things is that the input class is a managed class whe need to use SystemBase for this one

  • @josephseger6053
    @josephseger6053 Рік тому

    How about doing things that are not in the documentation. Like how to sync a Variable through the network.

    • @kusalg
      @kusalg Рік тому +2

      I think he addressed that in the previous video called "Unity DOTS Multiplayer: First Steps to Victory - #2" at timestamp: 1:10

    • @josephseger6053
      @josephseger6053 Рік тому

      Honestly, not saying this for me… I’m saying this for a lot of other people…. Why don’t you cover things that aren’t repetitive to the documentation. Like serializing variables during RPC calls. Or syncing buffers through the net work. Beneficial things. Unity covers their cube demo, wonderfully on their own.

    • @josephseger6053
      @josephseger6053 Рік тому

      @@kusalg and FYI that is just input data… I’m talking about a lot more in-depth procedures than this. Also, if you want to use the new input system with ECS Use the generated script.

    • @Aethenthebored
      @Aethenthebored Рік тому +1

      @@josephseger6053 " Unity covers their cube demo, wonderfully on their own." Like most unity docs, it's quite wordy and not covered well. I needed this video to cement what is actually happening. It's allowed me to get the baseline I've needed to move on.
      But you're right, I used the new input system from the start with ECS. Most places using events, and a few hardcoded

    • @josephseger6053
      @josephseger6053 Рік тому

      [UpdateInGroup(typeof(NetworkSystemInputSystemGroup))]
      [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
      public partial class PlayerInputSystem : SystemBase
      {
      private PlayerInputControls.PlayerActions _defaultActionsMap;
      protected override void OnCreate()
      {
      PlayerInputControls inputActions = new PlayerInputControls();
      inputActions.Enable();
      _defaultActionsMap = inputActions.Player;
      RequireForUpdate();
      RequireForUpdate();
      // Cursor.lockState = CursorLockMode.Locked;
      // Cursor.visible = false;
      base.OnCreate();
      }
      protected override void OnUpdate()
      {
      foreach (var playerInput in SystemAPI.Query().WithAll())
      {
      playerInput.ValueRW = default;
      playerInput.ValueRW.MoveComposite = new float2();
      playerInput.ValueRW.MoveComposite = _defaultActionsMap.Move.ReadValue();
      playerInput.ValueRW.MouseDelta = _defaultActionsMap.Look.ReadValue();
      playerInput.ValueRW.ToggleSprint = _defaultActionsMap.Sprint.IsPressed();
      }
      }
      }
      Works great for me.........