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DOTS Navigation

Discussion in 'AI & Navigation Previews' started by Onigiri, Oct 10, 2019.

  1. Onigiri

    Onigiri

    Joined:
    Aug 10, 2014
    Posts:
    144
    Hi! I would like to know i there any plans to make DOTS compatible pathfinding system and agent?
     
    Egad_McDad, phobos2077 and bugfinders like this.
  2. NicoFXU

    NicoFXU

    Unity Technologies

    Joined:
    Jun 25, 2016
    Posts:
    4
    We will be moving navMesh to DOTS in 2020, together with some code re-org and new features. It 's a long undertake so we do not have a delivery date yet, but work will start in January of next year.
     
  3. laurentlavigne

    laurentlavigne

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    3,823
    what's the alternative if we want to do navigation in ECS?
     
  4. Abbrew

    Abbrew

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    Jan 1, 2018
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    306
    There is a NavMeshQuery API, but it's limited ATM
     
  5. laurentlavigne

    laurentlavigne

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    thanks. any examples I can quickly evaluate?
     
  6. Abbrew

    Abbrew

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    Jan 1, 2018
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    Here's one https://github.com/zulfajuniadi/unity-ecs-navmesh.

    Basically, for NavMeshQuery, you instantiate an instance of it from a NavMeshWorld, which you can obtain through NavMeshWorld.GetDefaultWorld(). Put the NavMeshQuery instance in a job, and call its API. The API is very incremental - you have to call, in order, BeginFindPath, UpdateFindPath (this one multiple times if needed), EndFindPath, GetPathResult, each of which returns a PathQueryStatus, which you can use to check how well the pathfinder is faring. There's more in the official API documentation. Unfortunately, GetPathResult only returns an ordered list of PolygonIds. Fortunately though, you can use https://github.com/Unity-Technologi...ressTesting/Assets/Scripts/Utils/PathUtils.cs to turn the list of PolygonIds into a list of waypoints! PathUtils is even jobifiable and burst compatible with a bit of modification. Overall, while far from complete, there is just enough code and libraries out there to achieve DOTS navigation.
     
  7. snacktime

    snacktime

    Joined:
    Apr 15, 2013
    Posts:
    3,036
    Even once you get the straight path it's still in 2D not on the surface, you have to use yet more low level api's to do it correctly. All told it's a lot of work to get a system working to the equivalent of the standard navigation api. Unity's own demo's don't do it all right, none of the user submitted open source stuff does it all right.

    And it doesn't handle the crowd logic, so there is that.

    Just to be informed before diving into it.
     
  8. laurentlavigne

    laurentlavigne

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    very low level, very nice, thanks for the details
     
  9. reeseschultz

    reeseschultz

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    Apr 1, 2018
    Posts:
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    Last edited: Jun 1, 2020
  10. optimise

    optimise

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    Jan 22, 2014
    Posts:
    610
    Hi. Any new update?
     
  11. amirebrahimi_unity

    amirebrahimi_unity

    Unity Technologies

    Joined:
    Aug 12, 2015
    Posts:
    346
    No update to share.
     
    optimise likes this.
  12. dansyrotyn

    dansyrotyn

    Joined:
    Oct 16, 2012
    Posts:
    9

    This is very interesting dude, thank You!
     
  13. DirectCherry

    DirectCherry

    Joined:
    May 29, 2019
    Posts:
    4
    Does anyone have any knowledge as far as how to make the path travel along the NavMesh surface rather than directly between the points?
     
    Last edited: Mar 6, 2020
  14. Plummers

    Plummers

    Joined:
    Oct 29, 2015
    Posts:
    29
    Hi, just wondering if there will be a preview package soonish or am I better off going with reeseschultz' work around? Don't want to redo a lot of work if it's due shortly.

    Many thanks, keep up the great work
     
  15. adriant

    adriant

    Unity Technologies

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    Nov 1, 2016
    Posts:
    38
    No, there won't be any Navigation package published any time soon.
     
    Tanner555 likes this.
  16. Onigiri

    Onigiri

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    Aug 10, 2014
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    144
    Sad. There are still plans for dots navmesh in the future or it's has been cancelled?
     
  17. laurentlavigne

    laurentlavigne

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    Aug 16, 2012
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    either the rats are leaving the ECS ship (unlikely) or something radically new and awesome is about to happen like full voxel based GPU realtime navmesh (also unlikely)
    either case stick to today's tech, we know the bugs and monobehaviors have tons of life left in them
     
    phobos2077 likes this.
  18. adriant

    adriant

    Unity Technologies

    Joined:
    Nov 1, 2016
    Posts:
    38
    We continue working on aspects of DOTS NavMesh but we don't have news to share at this point.
     
  19. DrBoum

    DrBoum

    Joined:
    Apr 19, 2020
    Posts:
    5
    any info on DOTS navmesh ? can we expect anything for 2021 ?
     
  20. Gen_Scorpius

    Gen_Scorpius

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    Nov 2, 2016
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    65
    I'm pretty sure the internal plan for public preview release has been moved to 2021 but depending on what obstacles they have to overcome it could very well take even longer than that.
     
  21. ExtrysGO

    ExtrysGO

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    Oct 25, 2017
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    Does it generate navmeshes at runtime?
     
  22. reeseschultz

    reeseschultz

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    Apr 1, 2018
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    My package relies on the existing tooling for NavMesh generation. As you may know, that can take place at authoring or runtime. I wouldn't recommend much runtime generation with the existing tooling, but if someone were to DOTS-ify generation with the new mesh API, then that would make a huge difference in terms of performance. I don't have the need for runtime generation in my other projects (and thus no incentive to implement it), but if someone were to create such a package I would be happy to integrate mine with it. I'm also open to PRs.

    In my demo scenes, such as the one in the quote, I'm showing that nav meshes can be transformed (without being regenerated). Really, all my code is doing is figuring out how the agents should move in conditions such as that. In "normal" conditions, you can just think of it as multi-threaded, 3D path-finding.
     
    ExtrysGO and Egad_McDad like this.
  23. ExtrysGO

    ExtrysGO

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    Oct 25, 2017
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    125
    I see, well i could take a look!
     
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