Haha had that baking issue and was gonna ask a question in the Discord but decided to go to bed. Woke up to you asking a question about the same issue. So far I am pretty happy with using the asset, the performance is great and once you learn how to use it, it's pretty straight forward (so far from my experience at least). The documentation isn't great tbh. There could definitely be at least some info on common uses and examples, or even an FAQ. However, the Discord is very active and the dev seems to answer questions daily.
Haha that's funny. I get what you mean about the documentation, it is a bit sparse, but the API reference and sample projects filled in some of those gaps for me
HUGE thanks for the review and kind words! I am super happy that you enjoyed my asset, and I did put lots of effort into it. Actually, I started this algorithm implementation almost 10 years ago but could not finish it back then. So, finishing it felt like vindication for myself. I am looking forward to some exciting projects with this system.
I assume you refer to local obstacles, so this algorithm already has avoidance based on density. So agents tries to avoid high density areas, as result resembling local avoidance behavior.
Pretty much anything DOTS can't be used with webgl mode because of threading like you said. There's not much we can do about it except cross our fingers and hope there's a fix coming.
@@LukeClemens yeah. Somethings do because you can control the threading aspects and say "dont" but the price often makes it not worth it. There are times i feel like im a recipient on the slap competitions. Each time i try to do fun things. Theres a new slap waiting for me. But webgl is where i put things. Its like building a house with only a teaspoon as a tool
For sure you are not going to achieve the same grid map or group count as in desktop. You might just have less options in webgl in terms of game mechanics with this system.
@@dreamcatforgotten8435 I responded to you but it got deleted. It might be because I posted half of a url to a forum post? 😂 Well I don't want to type it all up again so I'll just say that WebGL is supposed to be replaced by a more powerful and faster WebGPU, but it's nowhere near DOTS compatible and it's questionable if it will ever be made DOTS compatible. There is a post about it on the unity forums, but I'm not about to try and give you the link after what happened last time 😂.
Haha had that baking issue and was gonna ask a question in the Discord but decided to go to bed. Woke up to you asking a question about the same issue.
So far I am pretty happy with using the asset, the performance is great and once you learn how to use it, it's pretty straight forward (so far from my experience at least). The documentation isn't great tbh. There could definitely be at least some info on common uses and examples, or even an FAQ. However, the Discord is very active and the dev seems to answer questions daily.
Haha that's funny. I get what you mean about the documentation, it is a bit sparse, but the API reference and sample projects filled in some of those gaps for me
HUGE thanks for the review and kind words! I am super happy that you enjoyed my asset, and I did put lots of effort into it. Actually, I started this algorithm implementation almost 10 years ago but could not finish it back then. So, finishing it felt like vindication for myself. I am looking forward to some exciting projects with this system.
No kidding, that's got to feel great to have that all not just working, but performing really nicely!! Awesome job 😊
Great package and extension. Finally, I've got them, gonna try! Thanks for the notification about sales.
This is awesome. Now I just want to make a Vampire Survivors clone on steroids 😆
great job! but how to avoid obstacles? SFM model or RVO2?
I assume you refer to local obstacles, so this algorithm already has avoidance based on density. So agents tries to avoid high density areas, as result resembling local avoidance behavior.
@@LukasChodo ok,thank u
Man, stuff like this makes me think I should get in to ECS/DOTS.....
..... AND THEN YOU SAY I DON'T NEED TO DO THAT TO USE THESE ASSETS.......!
😂😂 NOPE! Lukas did a great job with this one making it easy to use
How is the performance on mobile devices? Can this even be used on mobile?
Check the asset video there is small part that shows board defense performance numbers on google pixel
doesnt sound like it would work that well with webgl given its lack of liking multithreading
Pretty much anything DOTS can't be used with webgl mode because of threading like you said. There's not much we can do about it except cross our fingers and hope there's a fix coming.
@@LukeClemens yeah. Somethings do because you can control the threading aspects and say "dont" but the price often makes it not worth it.
There are times i feel like im a recipient on the slap competitions. Each time i try to do fun things. Theres a new slap waiting for me.
But webgl is where i put things. Its like building a house with only a teaspoon as a tool
@@LukeClemens I was under the assumption that it is mainly Burst that is not compatible with WebGL?
Does WebGL also struggle with Jobs and/or ECS?
For sure you are not going to achieve the same grid map or group count as in desktop. You might just have less options in webgl in terms of game mechanics with this system.
@@dreamcatforgotten8435 I responded to you but it got deleted. It might be because I posted half of a url to a forum post? 😂 Well I don't want to type it all up again so I'll just say that WebGL is supposed to be replaced by a more powerful and faster WebGPU, but it's nowhere near DOTS compatible and it's questionable if it will ever be made DOTS compatible. There is a post about it on the unity forums, but I'm not about to try and give you the link after what happened last time 😂.