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Feedback Expose Unity's native component data (or header files) for use with DOTS/Burst

Discussion in 'Burst' started by TFlippy, Jul 14, 2020.

  1. TFlippy

    TFlippy

    Joined:
    Nov 12, 2014
    Posts:
    27
    Would it be possible to expose the native underlying structs for the Unity components (e.g. Transform, RigidBody2D, Collider2D, Joint2D) to be used with unsafe/unmanaged code (such as DOTS and Burst jobs)?

    I often have ECS components and Unity's components interacting with eachother, but due to the latter being a managed wrapper, I can't easily use it with Burst - for example, I'd like to read Transform's position inside a Burst job, but for that, I need to use a rather ugly workaround by using the native pointer to Transform's data and offset it to match the cached local position.

    (Also, please don't suggest the TransformAccessArray thing - it's slow and clumsy to work with.)
     
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