❗❗ *Caution:* This video was made using an older version of Unity ECS. While the core concepts remain the same, some of the API and workflows have changed as of ECS version 1.0. I would recommend checking out my ECS 1.0 tutorial video for a good overview of the latest standards for Unity’s DOTS: ua-cam.com/video/IO6_6Y_YUdE/v-deo.html Once again, the theory behind the concepts of this video are still relevant, however the API has changed. Stay tuned for further updated videos on this subject. Please let me know if you have any questions either here or in our Discord community: tmg.dev/Discord
If i ever get back to using Unity, id be brushing up on your videos more. I think these explanations are great for the physics of the engine cause thats where a lot of optimization is lost especially with inexperienced users. Keep up the great work.
Should be pretty much the same, but you'd do the steps inside an IJobEntity or an idomatic foreach. I've gotten some requests from people to do an updated Physics video so it is something I'll be talking more about hopefully soon!
In this example, I'm only applying force when a specific key is held. You could also use entity queries to query for entities with specific data components then add force or not depending on what components they have or don't have. If you just want to stop a moving entity, you should just be able to set the value of the physics velocity component to zero. Hope that helps!
Oh no! Make sure you are using the most recent 2020.3 LTS version of the engine. Sometimes you also need to restart the editor to clear out the errors too.
❗❗ *Caution:* This video was made using an older version of Unity ECS. While the core concepts remain the same, some of the API and workflows have changed as of ECS version 1.0. I would recommend checking out my ECS 1.0 tutorial video for a good overview of the latest standards for Unity’s DOTS: ua-cam.com/video/IO6_6Y_YUdE/v-deo.html
Once again, the theory behind the concepts of this video are still relevant, however the API has changed. Stay tuned for further updated videos on this subject. Please let me know if you have any questions either here or in our Discord community: tmg.dev/Discord
Cool! I didn't know about FixedStepSimulationGroup.
Yes, it's a useful one!
Realy nice, ECS Is better now.
Yes, becoming much more usable for a variety of projects
I was working with the unity esc phisics and had some problems with this weird bump. That was really helpfull. Thank you for the video.
I know, when I first came across that I was, "Am I going crazy!?!?"
This is extremely useful, Thank you!
Glad it was helpful!
If i ever get back to using Unity, id be brushing up on your videos more. I think these explanations are great for the physics of the engine cause thats where a lot of optimization is lost especially with inexperienced users. Keep up the great work.
Glad you thought so, let me know if you ever get back into Unity development!!
Thank u teacher 👍
Any time 👌
Really good video
Thanks, glad you thought so!
Question of the video: How do you plan on using DOTS physics forces in your Unity project?
Launching seeds of virtual plants 😬
@@alejolab Haha that sounds fun!
Thank you, that is really an easy solution, thank you for comming up with it!
I will definitely use it to build some Solarsystems
do a "how to add collision triggers" in DOTS
nice video,love u
Thanks, glad this was helpful to you 😁
how can I do the same in ISystem
Should be pretty much the same, but you'd do the steps inside an IJobEntity or an idomatic foreach. I've gotten some requests from people to do an updated Physics video so it is something I'll be talking more about hopefully soon!
there are lots methods in PhysicsComponentExtensions, does anyone can tell the difference between them, i cant find any description
How do you stop add force ,
In this example, I'm only applying force when a specific key is held. You could also use entity queries to query for entities with specific data components then add force or not depending on what components they have or don't have. If you just want to stop a moving entity, you should just be able to set the value of the physics velocity component to zero. Hope that helps!
bro i cant even import DOTS without getting errors T>T lol
Oh no! Make sure you are using the most recent 2020.3 LTS version of the engine. Sometimes you also need to restart the editor to clear out the errors too.