❗❗ *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: th-cam.com/video/IO6_6Y_YUdE/w-d-xo.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
Came here after watching your JetBrains video. You're the 4th tutorial I've tried and the way you explained it finally helped it sink in, so thank you! Going to make my way through your playlist.
Very cool that you handle here in depth such a niche topic as DOTS. It will never get millions of views but those viewers who get around here are surely very thankful like me :-) Please keep up the good work!
I like the way you present your thoughts and ideas. Very clear, very easy to understand. I hope you make more videos, both overview types like this and in-depth ones in the future. Subscribed! :)
You really make good content! I like how you approach explaining. It's not too fast, not too slow and doesn't get boring. Exactly the right pace with the right clues to comprehend everything 👌
Get excited, because next week I am going to be releasing a DOTS tutorial based on a classic Unity tutorial that taught me how to make games in Unity nearly 6 years ago! Any guesses on what tutorial it is?? ⚪⚫⚪⚫
@@VBKing2 Hahahaha. It really is the perfect beginner Unity tutorial IMO. It shows just enough to get you playing around with the engine without overcomplicating things. I also like how they show some common beginner mistakes and why they don't work how you think they should. Is it possible to have nostalgia for a game dev tutorial??
@@TurboMakesGames yes. It is an almost perfect beginner tutorial. It was my first Unity tutorial and I still have a copy of it on my computer. I have since ported it to Urhosharp, Monogame and OpenGL to see what others engines/frameworks have to offer.
Glad to hear you liked it, I've got some cool new tutorials planned and I'm excited to make them! lol, I actually do have a discord server setup but haven't been using it much. I think as I start to make more DOTS content, the discord server could be a really helpful place for people who are learning DOTS.
Hey Joel, glad you've been liking them! As for Behavior Designer specifically, I do not believe that will work with DOTS. Although Unity is coming out with their own visual scripting system that is built off the DOTS framework, so you will be able to use that when it is released.
Nice video. Just wanted to highlight though that Rigidbody and Colliders are not converted to PhysicsBody and PhysicsShape. Those are dedicated authoring components and are MonoBehaviours. They are a dedicated way to author physics rather than using the legacy physx engine components then converting those.
Ah that makes a lot of sense, thanks for clarifying. I had heard somewhere that those components got converted to Physics Bodies and Shapes. Do you know of any documentation online that details that?
@@TurboMakesGames Apart from the Unity Physic docs I'm not sure (docs.unity3d.com/Packages/com.unity.physics@0.2/manual/getting_started.html). The legacy components are converted into ECS components but so are the PhysicsBody and PhysicsShape. It's just that the later are dedicated authoring ones that don't produce any physx stuff behind the scenes. For new stuff, use the dedicated ones. Anything else is a best-endeavour, helping-hand conversion. :)
im starting to have my doubts about DOTS... i followed the video you linked and i lose 20-40 frames with just 95 balls on screen. Of course its impressively better than monoBehaviours, but i guess i was expecting too much. Is it just cuz those methods are a bit outdated now or?
The methods in that video are quite a bit outdated, but I wouldn't expect performance to drop off that steeply for you. What is your FPS with 1 ball vs 95? Have you tried testing in a build of the game? There definitely is a performance overhead when running in the editor.
Watched your videos on transforming unity project. Installing entities was no problem, but after I installed Hybrid Renderer, UnityEngine.UI could not be found and none of my images work.
Where are you getting the "UnityEngine.UI could not be found" message from? Is that from one of your scripts with UI references? Are you converting your UI elements to entities? I don't believe that is supported as of now. Are you using Unity version 2019.3? I'm having trouble recreating the issues myself.
Hey there, if you want to jump start your ECS development skills, check out my Discord community where all sorts of ECS developers share knowledge and help each other learn ECS! tmg.dev/discord
I actually came here to see how the brand new DOTS Mode in Unity looks like and how to make a DOTS only project (docs.unity3d.com/Packages/com.unity.tiny@0.16/manual/dots-mode-projects.html)
@@TurboMakesGames This article has some interesting ideas www.medicinenet.com/acne/article.htm The causes of acne, pimple and blackheads can vary from lifestyle, to genetics to end of puberty. Wash your face three times daily with good soap, avoid high carb refined foods, drink plenty of water, get normal patterned sleep cycles, and stay away from refined sugary drinks. A friend of mine did all of that plus he would put olive oil on his face each night...it all worked.
You are so fucking wrong dude🤣 Forget about crappy phones, and about new physics. At first Unity, at least for now(probably for a couple of years) , is focusing only on DOTS for HDRP. New DOTSAnimation for HDRP only, DOTSMaterialProperyBlocks for HDRP only, update for HybridRenderer in near future probably for HDRP only. New DOTS Physics is fps dependant, low fps = game in slow motion, high fps = game in fast forward 😁
While it is true that not everything is available for the Hybrid Renderer right now, there is still plenty you can do with DOTS on the Hybrid Renderer. I've only used the Hybrid Renderer and I've still be able to learn and experiment with DOTS plenty. Also the new DOTS Physics isn't necessarily frame rate dependent. While there is an equivalent Update() method in DOTS, there is no equivalent FixedUpdate() method, at least that I am aware of. However you can still multiply your physics calculations by Time.DeltaTime to negate any variation caused by fluctuations in frame rate.
❗❗ *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: th-cam.com/video/IO6_6Y_YUdE/w-d-xo.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
Came here after watching your JetBrains video. You're the 4th tutorial I've tried and the way you explained it finally helped it sink in, so thank you! Going to make my way through your playlist.
Very cool that you handle here in depth such a niche topic as DOTS. It will never get millions of views but those viewers who get around here are surely very thankful like me :-) Please keep up the good work!
Never say never 😉
Haha, but glad to hear you've been finding these videos helpful - I'm having a ton of fun making them!
I like the way you present your thoughts and ideas. Very clear, very easy to understand. I hope you make more videos, both overview types like this and in-depth ones in the future. Subscribed! :)
Thank you so much for the kind words! Appreciate the feedback, lots more videos on the way 😁😁
You really make good content! I like how you approach explaining. It's not too fast, not too slow and doesn't get boring. Exactly the right pace with the right clues to comprehend everything 👌
Really appreciate the positive feedback. Glad to hear this is working for you 😊
Get excited, because next week I am going to be releasing a DOTS tutorial based on a classic Unity tutorial that taught me how to make games in Unity nearly 6 years ago! Any guesses on what tutorial it is?? ⚪⚫⚪⚫
Drum roll please....
ROLL-A-BALL
@@VBKing2 Hahahaha. It really is the perfect beginner Unity tutorial IMO. It shows just enough to get you playing around with the engine without overcomplicating things. I also like how they show some common beginner mistakes and why they don't work how you think they should. Is it possible to have nostalgia for a game dev tutorial??
@@TurboMakesGames yes. It is an almost perfect beginner tutorial. It was my first Unity tutorial and I still have a copy of it on my computer. I have since ported it to Urhosharp, Monogame and OpenGL to see what others engines/frameworks have to offer.
@@VBKing2 Yep, it was my first Unity tutorial as well. Smart to use that as like a baseline to test things out in different engines
Great video, you remind of Bucky, a TH-camr from some years back that I used to watch.
No way, I used to watch Bucky back when I was learning C++. Haha that's an honor to be compared to him!
Great explanation, loved it, looking forward to more unity tutorials ;) Do you have any discord server or something?? If don't then do it now :kappa:
Glad to hear you liked it, I've got some cool new tutorials planned and I'm excited to make them!
lol, I actually do have a discord server setup but haven't been using it much. I think as I start to make more DOTS content, the discord server could be a really helpful place for people who are learning DOTS.
Thanks A LOT
You're welcome, glad you liked it!
Hey Turbo! THx for the tuts. Can I still use behavior trees (Behavior Designer) with the Dots workflow?
Hey Joel, glad you've been liking them! As for Behavior Designer specifically, I do not believe that will work with DOTS. Although Unity is coming out with their own visual scripting system that is built off the DOTS framework, so you will be able to use that when it is released.
Nice video. Just wanted to highlight though that Rigidbody and Colliders are not converted to PhysicsBody and PhysicsShape. Those are dedicated authoring components and are MonoBehaviours. They are a dedicated way to author physics rather than using the legacy physx engine components then converting those.
Ah that makes a lot of sense, thanks for clarifying. I had heard somewhere that those components got converted to Physics Bodies and Shapes. Do you know of any documentation online that details that?
@@TurboMakesGames Apart from the Unity Physic docs I'm not sure (docs.unity3d.com/Packages/com.unity.physics@0.2/manual/getting_started.html). The legacy components are converted into ECS components but so are the PhysicsBody and PhysicsShape. It's just that the later are dedicated authoring ones that don't produce any physx stuff behind the scenes. For new stuff, use the dedicated ones. Anything else is a best-endeavour, helping-hand conversion. :)
im starting to have my doubts about DOTS... i followed the video you linked and i lose 20-40 frames with just 95 balls on screen. Of course its impressively better than monoBehaviours, but i guess i was expecting too much. Is it just cuz those methods are a bit outdated now or?
The methods in that video are quite a bit outdated, but I wouldn't expect performance to drop off that steeply for you. What is your FPS with 1 ball vs 95? Have you tried testing in a build of the game? There definitely is a performance overhead when running in the editor.
Watched your videos on transforming unity project. Installing entities was no problem, but after I installed Hybrid Renderer, UnityEngine.UI could not be found and none of my images work.
Where are you getting the "UnityEngine.UI could not be found" message from? Is that from one of your scripts with UI references?
Are you converting your UI elements to entities? I don't believe that is supported as of now.
Are you using Unity version 2019.3? I'm having trouble recreating the issues myself.
What happened to scenes in dots?
What do you mean? Scenes still work the same as before
@@TurboMakesGames They do... as do monobehaviours... But I keep hearing one should organize their projects in "worlds" and sub-scenes
Hey there, if you want to jump start your ECS development skills, check out my Discord community where all sorts of ECS developers share knowledge and help each other learn ECS!
tmg.dev/discord
I actually came here to see how the brand new DOTS Mode in Unity looks like and how to make a DOTS only project (docs.unity3d.com/Packages/com.unity.tiny@0.16/manual/dots-mode-projects.html)
The guys needs a good dermatologist
Got any good recommendations?
@@TurboMakesGames This article has some interesting ideas
www.medicinenet.com/acne/article.htm
The causes of acne, pimple and blackheads can vary from lifestyle, to genetics to end of puberty. Wash your face three times daily with good soap, avoid high carb refined foods, drink plenty of water, get normal patterned sleep cycles, and stay away from refined sugary drinks. A friend of mine did all of that plus he would put olive oil on his face each night...it all worked.
You are so fucking wrong dude🤣 Forget about crappy phones, and about new physics. At first Unity, at least for now(probably for a couple of years) , is focusing only on DOTS for HDRP. New DOTSAnimation for HDRP only, DOTSMaterialProperyBlocks for HDRP only, update for HybridRenderer in near future probably for HDRP only. New DOTS Physics is fps dependant, low fps = game in slow motion, high fps = game in fast forward 😁
While it is true that not everything is available for the Hybrid Renderer right now, there is still plenty you can do with DOTS on the Hybrid Renderer. I've only used the Hybrid Renderer and I've still be able to learn and experiment with DOTS plenty. Also the new DOTS Physics isn't necessarily frame rate dependent. While there is an equivalent Update() method in DOTS, there is no equivalent FixedUpdate() method, at least that I am aware of. However you can still multiply your physics calculations by Time.DeltaTime to negate any variation caused by fluctuations in frame rate.