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Ecs Roadmap?

Discussion in 'Entity Component System' started by DavidNLN, Apr 13, 2019.

  1. DavidNLN

    DavidNLN

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    Is there a clear road map ? so we can know what will be the order of upcoming features?
    right now we dont know if features we need will show up next week, next month or next year, It's making it really hard to make any kind of decision.
     
    phobos2077 likes this.
  2. eizenhorn

    eizenhorn

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  3. rz_0lento

    rz_0lento

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    I must admit, I didn't really get much information at all from that talk =). For a roadmap talk, I expected some nice targets for specific feats but got mainly "things are coming at some point before 2022".

    They did mention some things that are going to arrive this year tho.
     
  4. DavidNLN

    DavidNLN

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    Not even that, "The 2d team are working right now", or, here is a vague graph showing that something will come out some time in the next 3 years.

    I would love a real roadmap, I dont want dates, as asking for that is unrealistic, things change and go out of scope, but I would love to know what are the teams working on right now, what can we expect to be added in the next months.
     
    Last edited: Apr 14, 2019
  5. Arowx

    Arowx

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    I just jumped through it looking for a roadmap and is this it, pure ECS/DOTS circa 2021-2022?

    There are about seven major game systems that need to be pure ECS or DOTS, Audio, Rendering, Navigation, Input, Netcode, AI and I was hoping for something more like this...
     
  6. thelebaron

    thelebaron

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    Why is the unity logo sprouting smaller logos
     
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  7. DavidNLN

    DavidNLN

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    Yup, that's it, that's all they gave us as far as I know.
     
  8. chrisk

    chrisk

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    Wow, I better get DOTS out of my mind until 2022. I jumped on Unity because of their announcement last year. Why promote something so heavily that is far from being finished.

    Yeah, I know. It better than nothing and the future will be great. At this point, I don't really care about DOTS anymore and instead, they should fix the clunky Editor first and bring DOTS by 2025. I'm suffering from the getting-slower and the bad UX design everyday. It can help improve the productivity right now rather than 3 years later.

    Will they ever listen? They say they listen but I don't think so because the clunky Editor is been sitting like that past 10 years. Let me rephrase it. Will they ever do something about it?, rather than doing some cosmetic changes?
     
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  9. rz_0lento

    rz_0lento

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    But they do listen? Afaik, people who have used the engine for years are in general happy how the editor itself works. IMO they do need to make the editor perform better on more complex scenes and make new additions to integrate more seamlessy but they are already on it.

    According to the DOTS talk, Unity wants to make ECS eventually a lot like current gameobjects work in the Unity Editor so don't expect huge changes for this part (why change the part that made Unity popular and easy to use?).
     
  10. Arowx

    Arowx

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  11. fearlesshyena

    fearlesshyena

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    Sorry to revive an old(ish) thread but does anyone know if there have been any updates on the roadmap?
    Or is the production release still somewhere around 2022?
     
  12. siggigg

    siggigg

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    I expect we'll get a roadmap update on Unite Copenhagen in a month
     
  13. dzamani

    dzamani

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    I could live-tease the roadmap while I will be over there if you all can't wait for the talks being available on youtube.
     
  14. Simon-O

    Simon-O

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    Is this actually published anywhere? Or do we have to comb through Youtube videos hoping we find vLatest?
     
  15. rz_0lento

    rz_0lento

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    First google hit:


    This is 2 years old though. Newer roadmap talk didn't discuss about ECS either. And we are still waiting for that ECS roadmap etc blog post that was supposed to be out last year :)
     
  16. Ruchir

    Ruchir

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  17. tertle

    tertle

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    I wouldn't read too much into this - DOTS != Entities
    That said they are definitely working away at it internally
    (Also last public entities release is 0.17)

    You've missed the actual info in the pull request though!

    Code (CSharp):
    1. Added: Define ENABLE_HYBRID_RENDERER_V2 by default for Hybrid Renderer 0.14.0 and newer
    Because currently 0.11 is the latest release
     
    Last edited: Sep 12, 2021
    andreiagmu, Orimay, Kmsxkuse and 2 others like this.
  18. RoughSpaghetti3211

    RoughSpaghetti3211

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    Have you seen any hits anywhere of what they are working on internally?
     
    bb8_1 likes this.
  19. tertle

    tertle

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    Bit of a pointless question - if I happened to know something I couldn't disclose it!

    There's plenty of info on the forums about changes entities is going through - source generators, new memory management, etc

    Also check out the non-entities forums (e.g. Netcode) there's been some info posted in the last few months as well.

    I do find Unity's public silence annoying though. It really doesn't take much effort to quickly explain what's going on.
     
    Last edited: Sep 13, 2021
    Aratow, Guedez, bb8_1 and 4 others like this.
  20. burningmime

    burningmime

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    I came back to this today when I noticed the last release of Unity Physics was January 18th. I'm stuck on this (which I'm only ever using for some raycasts), and if I try to update the collections package to 1.0, there are compilation errors with Jobs 0.8.something.

    This got me wondering if it's abandoned or not. There's a tangled mess of dependencies between preview packages which aren't being updated with any cadence relative to each other. I'm stuck with old versions of foundational packages (collections, jobs, burst, mathematics) because Physics. If Physics is actually being abandoned, fine, no problem; I can invest a few weeks into rewriting raycasts or just use GameObjects. But it seems like a lot of ECS is in this limbo state of "maybe abandoned or maybe the future of Unity" without any clear messaging around it.
     
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  21. PhilSA

    PhilSA

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    It's not abandoned; Unity just decided to not release new DOTS packages until 2022, and they can't share details as to why precisely (it's pointless to look through the thread; they never gave any clarifications).

    Presumably -and this is just a theory- it could be linked to requiring Unity 2022.1 features in order to continue DOTS development, and it would've taken too much effort to backport these internal engine changes to 2021? Or maybe they simply need to take a step back and refactor some things without the pressure of keeping compatibility with previous releases.

    But you can see the DOTS physics devs still active & talking about future additions in the DOTS physics forums.
     
    Last edited: Sep 13, 2021
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  22. Guedez

    Guedez

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    Who knows, it could also be because of legal reasons now that Unity is a public company.
    Maybe releasing updates on what is going internally at Unity could make anyone here reading about it into a inside trader if they buy shares. I am not a lawyer and this is a offshot theory, but who knows what kinds of legal issues could be now that they went public. It might be too much of a coincidence that they went silent on about everything all at once about at the same it went public?
    Didn't they stop talking nearby October last year? Again, I know very little about the subject, but here is what I found googling about the shares https://www.fool.com/quote/nyse/u/
     
  23. beevik_

    beevik_

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    The team I'm working on has decided to abandon ECS until Unity provides more information.

    The silence from Unity about ECS is a huge disservice to game developers. It's unacceptable.
     
    andywatts, TWolfram, Orimay and 3 others like this.
  24. burningmime

    burningmime

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    Thanks!

    That sounds like a polite way of saying it's abandoned in its current form and whatever comes next will not be source-compatible. Time to look for a new raycast solution!
     
    elias_t likes this.
  25. tertle

    tertle

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  26. runner78

    runner78

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    I have already voiced the theory that ECS may also become part of unity core. This means that many internal core modules / packages can also access ECS. With the example of UI Toolkit, that's already been part of 2021.2.
     
    NotaNaN, Orimay, bb8_1 and 1 other person like this.
  27. mochenghh

    mochenghh

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    Is that true?Or just someone's imagination.Im just waitting for ecs1.0.0 for 2 years.Cant imagine when it would be part of unity core
     
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  28. runner78

    runner78

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    This is only a theory, but if ECS is to be the future, then this step will come at some point, and I had felt that ECS core is very stable for an experimental package. Perhaps ECS will be included as a core module in the course of the 2022.1 alpha cycle.
    But it can also be that ECS core 1.0 is planed to using .NET standard 2.1 or .NET6.
     
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  29. jdtec

    jdtec

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    Weird to see that they are filing to patent some of the ECS methods. I'm not an expert on the details of how software patents work exactly but I'd be a little surprised if very similar things aren't already in the public domain & easily searchable on github or elsewhere?
     
    elias_t likes this.
  30. apkdev

    apkdev

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    As far as I understand, patents aren't that broad. Scroll down to the claims section to find out what specific "inventions" the patent applies to. Note that the dependent claims (ones that refer to other claims) are used to narrow down the independent claims (like an AND operation, rather than an OR).

    Mostly looks like they're patenting their specific memory model in anticipation of other engines implementing it verbatim. Obviously, there's tons of prior art out there related to ECS, but probably not a lot that looks like Unity's specific implementation of ECS.

    Still, an asshole move. As everyone in this subforum is no doubt painfully aware, the difficulty of getting software to work well lies in the implementation, not the idea. Software patents really need to go.
     
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  31. Guedez

    Guedez

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    Well, would the patent make it easier for them to protect the engine while at the same time releasing the source code for the internals and whatnot?
     
  32. apkdev

    apkdev

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    Not really. The code is already protected by copyright.
     
  33. rz_0lento

    rz_0lento

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    Considering patent trolling exists, I can totally understand Unity filing that patent to protect themselves in the future.

    Of course the software patenting shouldn't even exist in the first place but that's not the world we live in..
     
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  34. hippocoder

    hippocoder

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    Yeah and to avoid another Improbable situation where some dev just takes all your work wholesale.
     
  35. burningmime

    burningmime

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    That's not entirely fair. An asshole move would be if they started going after other studios with the patent. Until they do that, it's just protecting themselves from patent trolls and their brand.
     
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  36. AlanMattano

    AlanMattano

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    Is good that somehow protect themself if the patent is correct. Around Unity 4 or Unity 5 I suggested an idea on feedback to create and run all the game super fast running inside the CPU cache. Like why C64 was able to do so much using peek and poke and for a Unity very simple game we need 30Mb by default on the build. The answer later thanking in an email (presume general) adding that feedbacks trigger Super Tiny and ECS in the roadmap.

    Feedback actually works.

    In This forum, we ask Unity not to show too much WIP because generates too much noise. People complaining that the alpha stage is taking too long to be completed and many bugs, incompatibility, etc... My feelings are that they are just more reserved right now because we ask exactly that.

    Roadmap:
    https://unity.com/roadmap/unity-platform