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.
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
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!
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
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.
@@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.
@@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
Thanks so much for doing DOTS netcode tutorials. Looking forward for more of these in the future! Awesome tutorials
Thank you bro!
@@InexperiencedDeveloper once you get back into this tutorial series hopefully you could help us understand how to use this for unity online services
Yes sir got a few things brewing
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.
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
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
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!
Sorry I went away for a while -- I plan to revisit
Excelent tutorial! I realy like to see more.
Thanks Sandra
Just FYI you can you use the new Input sytem with ecs
great tutorials, thanks a lot.
Yes sir will keep it up
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
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
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
How about doing things that are not in the documentation. Like how to sync a Variable through the network.
I think he addressed that in the previous video called "Unity DOTS Multiplayer: First Steps to Victory - #2" at timestamp: 1:10
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.
@@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.
@@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
[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.........