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Ecs question (objects pooling)

Discussion in 'FPS.Sample Game' started by Hootlook, Jan 9, 2021.

  1. Hootlook

    Hootlook

    Joined:
    Oct 27, 2018
    Posts:
    15
    First of all thanks for this Sample it really helped me bootstrap my project !

    I am now trying to understand the whole workflow with ECS and how does it translate into the editor view with classic gameobjects it's pretty tough, is there some ressources that can help better understand ? i've seen a few but i'm not sure it is trustful since DOTS changes so much as we speaks.

    Also while playing a bit i've noticed that bullets are pooled despite being Entities, isn't this one of the best use for ECS since destroying and instantiating is so much more lightweight ?

    We have whole "Achetypes" for local player gameobjects despite it being instantiated once, but redundent things like bullets still uses pools isn't that kind of backward ? If anything i thought thing that wouldn't have a editor representation or "Authoring objects" if i'm not mistaken it would be bullets.

    Does this makes sense ?
     
  2. karstenv

    karstenv

    Joined:
    Jan 12, 2014
    Posts:
    81
    This sample project was intended as a hybrid between normal mono behavior and DOTS. So not everything in it is up to date....
     
  3. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,215
    Is there a version without the extremely confusing ECS involved ?