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Official First batch of 2D Features for Project Tiny 0.22 is now available

Discussion in 'Project Tiny' started by rustum, Feb 18, 2020.

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  1. MariusRu

    MariusRu

    Joined:
    Oct 15, 2015
    Posts:
    30

    I can play the games on Firefox, but they do not load on Edge (both Windows 10), and also not on my Android phone (Samsung A40). What are the requirements for running these games in a browser?
     
  2. Shredder25

    Shredder25

    Joined:
    Jun 25, 2016
    Posts:
    11
    @Ted_Wikman

    I am currently not using GenerateAuthoringComponent as it was generating some error about auto gen code. I am now not able to reproduce that error for some reason. before I just had to add the attribute to a IComponentData. I saw the issue mainly when there was a bunch of child objects. I wrote a custom importer that imports a .tmx from tiled to create a map of a bunch of tiles each their own sprite renderer to test some performance. right now i was playing with 25 by 25 tiles.

    The issue is when the subscene is closed. as @MelvMay said I do have Leak Detection on so this may be causing it I will test that.

    Yes,
    When the Subscene is open both the Game View and Scene view render correctly, but when I close the subscene they both render incorrectly. When the game is built it renders correctly. Only thing I noticed is when the subscene is closed the layer value of SortLayer is 0 no matter what i have layer set to on the sprite renderer.

    First I followed this example https://docs.unity3d.com/Packages/com.unity.2d.entities@0.22/manual/physics-example.html. Had the same results it was hitting itself. then I switched to castcollider

    Code (CSharp):
    1. if (physicsWorld.OverlapCollider(new OverlapColliderInput {
    2.             Collider = collider.Collider,
    3.             Transform = new PhysicsTransform(position),
    4.             Filter = collider.Collider.Value.Filter
    5.           }, ref allHits))
    it was something about code gen or something. I am unable to reproduce even though before all I had to do was use the attribute. I will repost with the error if i can get it to reproduce.
     
  3. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    9,404
    I presume that the "collider" above is via GameObject conversion and that the GameObject is set to a Layer which, when you go to the "Layer Collision Matrix" is unchecked for that layer against itself? If so then that is very odd indeed as we have unit-tests for that specific situation including the low-level CollisionFilter tests themselves. If you wouldn't mind and assuming you've not done so already, would you verifying the LCM and the layer the GameObject is on?

    Maybe show the contents of the CollisionFilter (Filter) above. And the layer the GO it came from is on.
     
  4. Shredder25

    Shredder25

    Joined:
    Jun 25, 2016
    Posts:
    11
    This is prob my misunderstanding, I assumed `Collider = collider.Collider` Would mean that it wouldn't pick up its own collider if its using it as the cast. Currently the other things I want it to "Collide" with are on the same layer as it.
     
  5. mrpmorris

    mrpmorris

    Joined:
    Dec 25, 2012
    Posts:
    50
    Is there a tutorial document somewhere? I want to make a very basic 2D game (press the buttons in sequence).
     
  6. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    848
    Hello @mrpmorris

    I'm not sure if you are referring to physics tutorial or a general "Make a 2d game in Tiny"-tutorial.
    For Physics, we have an example in our package documentation, which goes into some details on how to code your first Overlap collider check
    https://docs.unity3d.com/Packages/com.unity.2d.entities@0.22/manual/physics-example.html

    For general game tutorial, we do not have any step by step guide on how to create a game, however, we do have the source code for our demos available in our ProjectTinySamples repository. You can find two 2D games in there, which can hopefully inspire your next creation.

    Let us know if you have any questions!
     
  7. Shredder25

    Shredder25

    Joined:
    Jun 25, 2016
    Posts:
    11
    I was trying to see if Game Foundation would work with this package. First Issue I ran into is AssemblyTitleAttribute and AssemblyVersionAttribute are not supported so I had to embed Game Foundation and commented those out. Next issue seems less likely for me to work around. Regex... is that really not going to be supported?
     
  8. Shredder25

    Shredder25

    Joined:
    Jun 25, 2016
    Posts:
    11
    I got the error when attempting to move an object in a subscene again. (forgot to move it out before moving) here is a screenshot. Glancing at the error it looks like live link is the cause.

    upload_2020-3-24_10-39-18.png
     
  9. Shredder25

    Shredder25

    Joined:
    Jun 25, 2016
    Posts:
    11
    Created a video showcase the progress I am able to make using this package in its current state. I don't normally do videos so sorry if its a little dry not used to talking to just a camera.

     
    NotaNaN likes this.
  10. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    123
    Hello,
    I assume you refer to the Unity Game Foundation package.
    It's been designed & developed for Unity "classic" and has dependencies on UnityEngine. We do not have a short term plan to bring these features to Project Tiny. We'll have it ultimately but it's too early to tell when.
    We will offer guidance & samples on how to bridge native SDKs/API so you can extend, but timing for that is still TBD.
    I know it's not a solution to your problem, but I hope it clarifies the situation.
    JC
     
  11. Shredder25

    Shredder25

    Joined:
    Jun 25, 2016
    Posts:
    11
    Yeah I figured it wouldn't be supported but it was worth a try. I started doing that knowing it more than likely wouldn't work. I was more surprised to see regex is not supported. It seems like that would be something useful to some games.
     
  12. vintstraw

    vintstraw

    Joined:
    Apr 28, 2019
    Posts:
    4
    I can build TinyRacing on my notebook as Wasm.
    But when I try to Build on my PC(Same configuration as my notebook),It always reports some errors.

    Error:
    **********************************************************************************
    FormatException: Input string was not in a correct format.
    System.Text.StringBuilder.FormatError () (at <437ba245d8404784b9fbab9b439ac908>:0)
    System.Text.StringBuilder.AppendFormatHelper (System.IFormatProvider provider, System.String format, System.ParamsArray args) (at <437ba245d8404784b9fbab9b439ac908>:0)
    System.String.FormatHelper (System.IFormatProvider provider, System.String format, System.ParamsArray args) (at <437ba245d8404784b9fbab9b439ac908>:0)
    System.String.Format (System.String format, System.Object[] args) (at <437ba245d8404784b9fbab9b439ac908>:0)
    UnityEngine.DebugLogHandler.LogFormat (UnityEngine.LogType logType, UnityEngine.LogOption logOptions, UnityEngine.Object context, System.String format, System.Object[] args) (at <94c5f4c38cdc42d2b006f8badef04394>:0)
    UnityEngine.Debug.LogFormat (UnityEngine.LogType logType, UnityEngine.LogOption logOptions, UnityEngine.Object context, System.String format, System.Object[] args) (at <94c5f4c38cdc42d2b006f8badef04394>:0)
    Unity.Build.BuildPipelineResult.LogResult () (at Library/PackageCache/com.unity.build@0.1.0-preview.1/Editor/Unity.Build/BuildPipelineResult.cs:126)
    Unity.Build.BuildSettingsScriptedImporterEditor+<>c.<.cctor>b__43_0 (Unity.Build.BuildSettings bs) (at Library/PackageCache/com.unity.build@0.1.0-preview.1/Editor/Unity.Build/BuildSettingsScriptedImporterEditor.cs:41)
    Unity.Build.BuildSettingsScriptedImporterEditor+<>c__DisplayClass34_0.<RefreshHeader>b__1 () (at Library/PackageCache/com.unity.build@0.1.0-preview.1/Editor/Unity.Build/BuildSettingsScriptedImporterEditor.cs:229)
    UnityEngine.UIElements.Clickable.Invoke (UnityEngine.UIElements.EventBase evt) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
    UnityEngine.UIElements.Clickable.OnMouseUp (UnityEngine.UIElements.MouseUpEvent evt) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
    UnityEngine.UIElements.EventCallbackFunctor`1[TEventType].Invoke (UnityEngine.UIElements.EventBase evt) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
    UnityEngine.UIElements.EventCallbackRegistry.InvokeCallbacks (UnityEngine.UIElements.EventBase evt) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
    UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
    UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
    UnityEngine.UIElements.EventDispatcher.OpenGate () (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
    UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
    UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
    UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
    UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
    UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
    UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <59837000ebf54955a9cb1d31caa86097>:0)
    **************************************************************************************

    when I double click error message (SC.png)

    Please help me,I don't know what to do to succeed build on my PC.
     

    Attached Files:

    • SC.png
      SC.png
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      22.2 KB
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      414
  13. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    319
    Hi,
    sorry that you are having a hard time building tiny let's see how we can fix that. please answer the following questions
    What version of Tiny are you using?
    Are you building wasm using your PC?
    and what is the current platforms that Unity editor is switched to?(check that from the build settings we only support Windows, Mac and Linux standalone)
    Also, can you try to remove the library folder and build again?
     
  14. vintstraw

    vintstraw

    Joined:
    Apr 28, 2019
    Posts:
    4
    A1: 0.22.0-preview.2
    A2: Yes,but it failed
    A3: Windows10 and Unity 2019.3.2f1
    A4: Yes,I remove the library and buid again
     
  15. exoainteractive

    exoainteractive

    Joined:
    Jan 21, 2017
    Posts:
    20
    Awesome! Could you maybe share your tiled importer script ? I would be really thankful to see how you are handling this. I am using a runtime TiledSharp importer but it needs XML libs, so I wonder if I should rather generate prefabs automatically like you did or to convert the tmx into json as json seems to be supported. Thanks and thumbs up for your work !
     
  16. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    319
    Thank you
    So from the logs, it seems that somehow your project is containing com.unity.build package
    this package is no longer supported.
    Can you update Tiny Racing to the latest version 0.23 ? and make sure the project is using "com.unity.tiny.all": "0.23.0-preview.2"
     
  17. AlexDux

    AlexDux

    Joined:
    May 18, 2014
    Posts:
    1
    Hi, am getting this error in project https://github.com/Unity-Technologies/2D-Entities-Starter when I trying to Open DOTS Runtime C# Project:
    Code (CSharp):
    1. Generating DOTS Runtime C# Project failed.
    2.  
    3. UnityEngine.Debug:LogError(Object)
    4. Unity.Entities.Runtime.Build.GenerateDotsSolution:GenerateSolution() (at Library/PackageCache/com.unity.dots.runtime@0.22.0-preview.5/Unity.Entities.Runtime.Build/GenerateDotsSolution.cs:22)
    Unity 2019.3.0f6 (same on Unity 2019.3.7f1)
    MacOS Catlina 10.15.3
    RIder and Visual Studio installed
     
  18. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    9,404
    I believe that can only be generated if you've built a Build Setting asset at least once from the Editor. I believe it's mentioned in the Tiny Docs.

    You should be able to open the standard C# Unity Project and/or double-click on a script though.
     
    AlexDux likes this.
  19. Ofreyre

    Ofreyre

    Joined:
    Jul 17, 2013
    Posts:
    28
    In Tiny Docs
    "
    • Many of the more complex generic collections are missing

      • While this will be fixed, more efficient collections are available as part of Unity.Collections: NativeList, NativeSet, NativeHashMap, NativeMultiHashMap
    "

    In my code:
    using Unity.Collections;

    But NativeMultiHashMap does not exist.
     
  20. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    848
    @Ofreyre , do make sure that the assembly definition (.asmdef) which contains the file you are trying to use NativeMultiHashMap in, has Unity.Collections as a reference.

    Unity.Collections.png
     
  21. Ofreyre

    Ofreyre

    Joined:
    Jul 17, 2013
    Posts:
    28
    Thanks!!!
     
  22. exoainteractive

    exoainteractive

    Joined:
    Jan 21, 2017
    Posts:
    20
    Hi there,
    I tried to put some 2D rigidbodies with 2D colliders inside the subscene of the 2d template project.
    Objects are falling without colliding with each others. I am missing something ?

    Thank you!
     
  23. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    848
    Hello @exoainteractive ,
    In the 2D Entities 0.22 release, we do not have collision response. This feature is being worked on and will be in a future package. In the meantime, I have read that other users have been creating their own basic collision response using the API we provide in the 2D Entities package, maybe that could be an option?
     
    exoainteractive likes this.
  24. vintstraw

    vintstraw

    Joined:
    Apr 28, 2019
    Posts:
    4
    I'm sorry I had a bad cold a few days ago.
    I tried it this morning,the errors didn't appear.
    But there is some new errors.

    Code (CSharp):
    1.  
    2. Error:
    3. **********************************************************************************************
    4. Build Wasm failed in Run Bee after 18.23s.
    5. �ڶ��ֽڵ�Ŀ�����ҳ�У�û�д� Unicode �ַ�����ӳ�䵽���ַ���
    6.  
    7. shared:ERROR: Failed to run llvm optimizations:
    8. [!FAILED!  637/1078  0s] C_WebGL_wasm artifacts/lib_unity_lowlevel/Wasm/4ugi/dummy.o
    9. ##### CommandLine
    10. "artifacts\Stevedore\winpython2-x64\WinPython-64bit-2.7.13.1Zero\python-2.7.13.amd64\python.exe" "artifacts\Stevedore\emscripten-win\emcc.py" -D__webgl__ -Wno-warn-absolute-paths -Wno-c++11-extensions -Wno-nonportable-include-path -ffunction-sections -fno-unwind-tables -fomit-frame-pointer -fno-exceptions -fno-threadsafe-statics -s USE_PTHREADS=0 -std=c++11 -fvisibility=hidden -fno-exceptions -fno-rtti -O2 -fno-strict-aliasing -ffunction-sections -fdata-sections -fmessage-length=0 -pipe -DUNITY_WEBGL=1 -DBUILD_UNITY_LOWLEVEL=1 -DBINDGEM_DOTS=1 -DBASELIB_USE_DYNAMICLIBRARY=1 -DNDEBUG -I"." -I"D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/bee~/cppsupport/include" -I"artifacts/Stevedore/nativejobs-all-public/Include" -I"artifacts/Stevedore/nativejobs-WebGL-public/Platforms/WebGL/Include" -I"D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/LowLevelSupport~/Unity.LowLevel/cpp~/include" -o "artifacts/lib_unity_lowlevel/Wasm/4ugi/dummy.o" -fcolor-diagnostics -fdiagnostics-absolute-paths -c -xc++ "D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/bee~/cppsupport/dummy.cpp"
    11. ##### Custom Environment Variables
    12. EM_CACHE=D:\UnityProject\ProjectTinySamples-master 0.23\ProjectTinySamples-master\TinyRacing\Library\DotsRuntimeBuild\artifacts\emscripten-cache-1.39.8
    13. EM_CONFIG=D:\UnityProject\ProjectTinySamples-master 0.23\ProjectTinySamples-master\TinyRacing\Library\DotsRuntimeBuild\artifacts\emscripten-config-1.39.8.py
    14. ##### ExitCode
    15. 1
    16. ##### Output
    17. �ڶ��ֽڵ�Ŀ�����ҳ�У�û�д� Unicode �ַ�����ӳ�䵽���ַ���
    18.  
    19. shared:ERROR: Failed to run llvm optimizations:
    20. [!FAILED!  638/1078  0s] C_WebGL_wasm artifacts/lib_unity_zerojobs/Wasm/4ugi/dummy.o
    21. ##### CommandLine
    22. "artifacts\Stevedore\winpython2-x64\WinPython-64bit-2.7.13.1Zero\python-2.7.13.amd64\python.exe" "artifacts\Stevedore\emscripten-win\emcc.py" -D__webgl__ -Wno-warn-absolute-paths -Wno-c++11-extensions -Wno-nonportable-include-path -ffunction-sections -fno-unwind-tables -fomit-frame-pointer -fno-exceptions -fno-threadsafe-statics -s USE_PTHREADS=0 -std=c++11 -fvisibility=hidden -fno-exceptions -fno-rtti -O2 -fno-strict-aliasing -ffunction-sections -fdata-sections -fmessage-length=0 -pipe -DUNITY_WEBGL=1 -DBUILD_UNITY_ZEROJOBS=1 -DBINDGEM_DOTS=1 -DBASELIB_USE_DYNAMICLIBRARY=1 -DNDEBUG -I"." -I"D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/bee~/cppsupport/include" -I"artifacts/Stevedore/nativejobs-all-public/Include" -I"artifacts/Stevedore/nativejobs-WebGL-public/Platforms/WebGL/Include" -I"D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/LowLevelSupport~/Unity.LowLevel/cpp~/include" -o "artifacts/lib_unity_zerojobs/Wasm/4ugi/dummy.o" -fcolor-diagnostics -fdiagnostics-absolute-paths -c -xc++ "D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/bee~/cppsupport/dummy.cpp"
    23. ##### Custom Environment Variables
    24. EM_CACHE=D:\UnityProject\ProjectTinySamples-master 0.23\ProjectTinySamples-master\TinyRacing\Library\DotsRuntimeBuild\artifacts\emscripten-cache-1.39.8
    25. EM_CONFIG=D:\UnityProject\ProjectTinySamples-master 0.23\ProjectTinySamples-master\TinyRacing\Library\DotsRuntimeBuild\artifacts\emscripten-config-1.39.8.py
    26. ##### ExitCode
    27. 1
    28. ##### Output
    29. �ڶ��ֽڵ�Ŀ�����ҳ�У�û�д� Unicode �ַ�����ӳ�䵽���ַ���
    30.  
    31. shared:ERROR: Failed to run llvm optimizations:
    32. [!FAILED!  639/1078  0s] C_WebGL_wasm artifacts/lib_unity_zerojobs/Wasm/yt4o/ZeroJobsNativeSupport.o
    33. ##### CommandLine
    34. "artifacts\Stevedore\winpython2-x64\WinPython-64bit-2.7.13.1Zero\python-2.7.13.amd64\python.exe" "artifacts\Stevedore\emscripten-win\emcc.py" -D__webgl__ -Wno-warn-absolute-paths -Wno-c++11-extensions -Wno-nonportable-include-path -ffunction-sections -fno-unwind-tables -fomit-frame-pointer -fno-exceptions -fno-threadsafe-statics -s USE_PTHREADS=0 -std=c++11 -fvisibility=hidden -fno-exceptions -fno-rtti -O2 -fno-strict-aliasing -ffunction-sections -fdata-sections -fmessage-length=0 -pipe -DUNITY_WEBGL=1 -DBUILD_UNITY_ZEROJOBS=1 -DBINDGEM_DOTS=1 -DBASELIB_USE_DYNAMICLIBRARY=1 -DNDEBUG -I"." -I"D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/bee~/cppsupport/include" -I"artifacts/Stevedore/nativejobs-all-public/Include" -I"artifacts/Stevedore/nativejobs-WebGL-public/Platforms/WebGL/Include" -I"D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/LowLevelSupport~/Unity.LowLevel/cpp~/include" -o "artifacts/lib_unity_zerojobs/Wasm/yt4o/ZeroJobsNativeSupport.o" -fcolor-diagnostics -fdiagnostics-absolute-paths -c -xc++ "D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/LowLevelSupport~/Unity.ZeroJobs/cpp~/ZeroJobsNativeSupport.cpp"
    35. ##### Custom Environment Variables
    36. EM_CACHE=D:\UnityProject\ProjectTinySamples-master 0.23\ProjectTinySamples-master\TinyRacing\Library\DotsRuntimeBuild\artifacts\emscripten-cache-1.39.8
    37. EM_CONFIG=D:\UnityProject\ProjectTinySamples-master 0.23\ProjectTinySamples-master\TinyRacing\Library\DotsRuntimeBuild\artifacts\emscripten-config-1.39.8.py
    38. ##### ExitCode
    39. 1
    40. ##### Output
    41. �ڶ��ֽڵ�Ŀ�����ҳ�У�û�д� Unicode �ַ�����ӳ�䵽���ַ���
    42.  
    43. shared:ERROR: Failed to run llvm optimizations:
    44. [!FAILED!  640/1078  1s] C_WebGL_wasm artifacts/lib_unity_lowlevel/Wasm/sa90/guard.o
    45. ##### CommandLine
    46. "artifacts\Stevedore\winpython2-x64\WinPython-64bit-2.7.13.1Zero\python-2.7.13.amd64\python.exe" "artifacts\Stevedore\emscripten-win\emcc.py" -D__webgl__ -Wno-warn-absolute-paths -Wno-c++11-extensions -Wno-nonportable-include-path -ffunction-sections -fno-unwind-tables -fomit-frame-pointer -fno-exceptions -fno-threadsafe-statics -s USE_PTHREADS=0 -std=c++11 -fvisibility=hidden -fno-exceptions -fno-rtti -O2 -fno-strict-aliasing -ffunction-sections -fdata-sections -fmessage-length=0 -pipe -DUNITY_WEBGL=1 -DBUILD_UNITY_LOWLEVEL=1 -DBINDGEM_DOTS=1 -DBASELIB_USE_DYNAMICLIBRARY=1 -DNDEBUG -I"." -I"D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/bee~/cppsupport/include" -I"artifacts/Stevedore/nativejobs-all-public/Include" -I"artifacts/Stevedore/nativejobs-WebGL-public/Platforms/WebGL/Include" -I"D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/LowLevelSupport~/Unity.LowLevel/cpp~/include" -o "artifacts/lib_unity_lowlevel/Wasm/sa90/guard.o" -fcolor-diagnostics -fdiagnostics-absolute-paths -c -xc++ "D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/LowLevelSupport~/Unity.LowLevel/cpp~/guard.cpp"
    47. ##### Custom Environment Variables
    48. EM_CACHE=D:\UnityProject\ProjectTinySamples-master 0.23\ProjectTinySamples-master\TinyRacing\Library\DotsRuntimeBuild\artifacts\emscripten-cache-1.39.8
    49. EM_CONFIG=D:\UnityProject\ProjectTinySamples-master 0.23\ProjectTinySamples-master\TinyRacing\Library\DotsRuntimeBuild\artifacts\emscripten-config-1.39.8.py
    50. ##### ExitCode
    51. 1
    52. ##### Output
    53. �ڶ��ֽڵ�Ŀ�����ҳ�У�û�д� Unicode �ַ�����ӳ�䵽���ַ���
    54.  
    55. shared:ERROR: Failed to run llvm optimizations:
    56. [!FAILED!  641/1078  1s] C_WebGL_wasm artifacts/lib_unity_lowlevel/Wasm/sa90/allocators.o
    57. ##### CommandLine
    58. "artifacts\Stevedore\winpython2-x64\WinPython-64bit-2.7.13.1Zero\python-2.7.13.amd64\python.exe" "artifacts\Stevedore\emscripten-win\emcc.py" -D__webgl__ -Wno-warn-absolute-paths -Wno-c++11-extensions -Wno-nonportable-include-path -ffunction-sections -fno-unwind-tables -fomit-frame-pointer -fno-exceptions -fno-threadsafe-statics -s USE_PTHREADS=0 -std=c++11 -fvisibility=hidden -fno-exceptions -fno-rtti -O2 -fno-strict-aliasing -ffunction-sections -fdata-sections -fmessage-length=0 -pipe -DUNITY_WEBGL=1 -DBUILD_UNITY_LOWLEVEL=1 -DBINDGEM_DOTS=1 -DBASELIB_USE_DYNAMICLIBRARY=1 -DNDEBUG -I"." -I"D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/bee~/cppsupport/include" -I"artifacts/Stevedore/nativejobs-all-public/Include" -I"artifacts/Stevedore/nativejobs-WebGL-public/Platforms/WebGL/Include" -I"D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/LowLevelSupport~/Unity.LowLevel/cpp~/include" -o "artifacts/lib_unity_lowlevel/Wasm/sa90/allocators.o" -fcolor-diagnostics -fdiagnostics-absolute-paths -c -xc++ "D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/LowLevelSupport~/Unity.LowLevel/cpp~/allocators.cpp"
    59. ##### Custom Environment Variables
    60. EM_CACHE=D:\UnityProject\ProjectTinySamples-master 0.23\ProjectTinySamples-master\TinyRacing\Library\DotsRuntimeBuild\artifacts\emscripten-cache-1.39.8
    61. EM_CONFIG=D:\UnityProject\ProjectTinySamples-master 0.23\ProjectTinySamples-master\TinyRacing\Library\DotsRuntimeBuild\artifacts\emscripten-config-1.39.8.py
    62. ##### ExitCode
    63. 1
    64. ##### Output
    65. In file included from D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/LowLevelSupport~/Unity.LowLevel/cpp~/allocators.cpp:1:
    66.  
    67. D:\UnityProject\ProjectTinySamples-master 0.23\ProjectTinySamples-master\TinyRacing\Library\PackageCache\com.unity.dots.runtime@0.23.0-preview\LowLevelSupport~\Unity.LowLevel\cpp~\include\allocators.h:6:16: warning: nested namespace definition is a C++17 extension; define each namespace separately [-Wc++17-extensions]
    68.  
    69. namespace Unity::LowLevel
    70.  
    71.                ^~~~~~~~~~
    72.  
    73.                 { namespace LowLevel
    74.  
    75. 1 warning generated.
    76.  
    77. �ڶ��ֽڵ�Ŀ�����ҳ�У�û�д� Unicode �ַ�����ӳ�䵽���ַ���
    78.  
    79. shared:ERROR: Failed to run llvm optimizations:
    80. [!FAILED!  642/1078  0s] C_WebGL_wasm artifacts/lib_unity_tiny_core/Wasm/4ugi/dummy.o
    81. ##### CommandLine
    82. "artifacts\Stevedore\winpython2-x64\WinPython-64bit-2.7.13.1Zero\python-2.7.13.amd64\python.exe" "artifacts\Stevedore\emscripten-win\emcc.py" -D__webgl__ -Wno-warn-absolute-paths -Wno-c++11-extensions -Wno-nonportable-include-path -ffunction-sections -fno-unwind-tables -fomit-frame-pointer -fno-exceptions -fno-threadsafe-statics -s USE_PTHREADS=0 -std=c++11 -fvisibility=hidden -fno-exceptions -fno-rtti -O2 -fno-strict-aliasing -ffunction-sections -fdata-sections -fmessage-length=0 -pipe -DUNITY_WEBGL=1 -DBUILD_UNITY_TINY_CORE=1 -DBINDGEM_DOTS=1 -DBASELIB_USE_DYNAMICLIBRARY=1 -DNDEBUG -I"." -I"D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/bee~/cppsupport/include" -I"artifacts/Stevedore/nativejobs-all-public/Include" -I"artifacts/Stevedore/nativejobs-WebGL-public/Platforms/WebGL/Include" -I"D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.tiny@0.23.0-preview/Unity.Tiny.Core/cpp~/include" -I"D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/LowLevelSupport~/Unity.LowLevel/cpp~/include" -o "artifacts/lib_unity_tiny_core/Wasm/4ugi/dummy.o" -fcolor-diagnostics -fdiagnostics-absolute-paths -c -xc++ "D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/bee~/cppsupport/dummy.cpp"
    83. ##### Custom Environment Variables
    84. EM_CACHE=D:\UnityProject\ProjectTinySamples-master 0.23\ProjectTinySamples-master\TinyRacing\Library\DotsRuntimeBuild\artifacts\emscripten-cache-1.39.8
    85. EM_CONFIG=D:\UnityProject\ProjectTinySamples-master 0.23\ProjectTinySamples-master\TinyRacing\Library\DotsRuntimeBuild\artifacts\emscripten-config-1.39.8.py
    86. ##### ExitCode
    87. 1
    88. ##### Output
    89. �ڶ��ֽڵ�Ŀ�����ҳ�У�û�д� Unicode �ַ�����ӳ�䵽���ַ���
    90.  
    91. shared:ERROR: Failed to run llvm optimizations:
    92. [!FAILED!  643/1078  1s] C_WebGL_wasm artifacts/lib_unity_lowlevel/Wasm/sa90/BurstInit.o
    93. ##### CommandLine
    94. "artifacts\Stevedore\winpython2-x64\WinPython-64bit-2.7.13.1Zero\python-2.7.13.amd64\python.exe" "artifacts\Stevedore\emscripten-win\emcc.py" -D__webgl__ -Wno-warn-absolute-paths -Wno-c++11-extensions -Wno-nonportable-include-path -ffunction-sections -fno-unwind-tables -fomit-frame-pointer -fno-exceptions -fno-threadsafe-statics -s USE_PTHREADS=0 -std=c++11 -fvisibility=hidden -fno-exceptions -fno-rtti -O2 -fno-strict-aliasing -ffunction-sections -fdata-sections -fmessage-length=0 -pipe -DUNITY_WEBGL=1 -DBUILD_UNITY_LOWLEVEL=1 -DBINDGEM_DOTS=1 -DBASELIB_USE_DYNAMICLIBRARY=1 -DNDEBUG -I"." -I"D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/bee~/cppsupport/include" -I"artifacts/Stevedore/nativejobs-all-public/Include" -I"artifacts/Stevedore/nativejobs-WebGL-public/Platforms/WebGL/Include" -I"D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/LowLevelSupport~/Unity.LowLevel/cpp~/include" -o "artifacts/lib_unity_lowlevel/Wasm/sa90/BurstInit.o" -fcolor-diagnostics -fdiagnostics-absolute-paths -c -xc++ "D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/LowLevelSupport~/Unity.LowLevel/cpp~/BurstInit.cpp"
    95. ##### Custom Environment Variables
    96. EM_CACHE=D:\UnityProject\ProjectTinySamples-master 0.23\ProjectTinySamples-master\TinyRacing\Library\DotsRuntimeBuild\artifacts\emscripten-cache-1.39.8
    97. EM_CONFIG=D:\UnityProject\ProjectTinySamples-master 0.23\ProjectTinySamples-master\TinyRacing\Library\DotsRuntimeBuild\artifacts\emscripten-config-1.39.8.py
    98. ##### ExitCode
    99. 1
    100. ##### Output
    101. �ڶ��ֽڵ�Ŀ�����ҳ�У�û�д� Unicode �ַ�����ӳ�䵽���ַ���
    102.  
    103. shared:ERROR: Failed to run llvm optimizations:
    104. [!FAILED!  644/1078  1s] C_WebGL_wasm artifacts/lib_unity_tiny_burst/Wasm/ygm0/BurstNativeSupport.o
    105. ##### CommandLine
    106. "artifacts\Stevedore\winpython2-x64\WinPython-64bit-2.7.13.1Zero\python-2.7.13.amd64\python.exe" "artifacts\Stevedore\emscripten-win\emcc.py" -D__webgl__ -Wno-warn-absolute-paths -Wno-c++11-extensions -Wno-nonportable-include-path -ffunction-sections -fno-unwind-tables -fomit-frame-pointer -fno-exceptions -fno-threadsafe-statics -s USE_PTHREADS=0 -std=c++11 -fvisibility=hidden -fno-exceptions -fno-rtti -O2 -fno-strict-aliasing -ffunction-sections -fdata-sections -fmessage-length=0 -pipe -DUNITY_WEBGL=1 -DBUILD_UNITY_TINY_BURST=1 -DBINDGEM_DOTS=1 -DBASELIB_USE_DYNAMICLIBRARY=1 -DNDEBUG -I"." -I"D:/UnityProject/ProjectTinySamples-master 0.23/ProjectTinySamples-master/TinyRacing/Library/PackageCache/com.unity.dots.runtime@0.23.0-preview/bee~/cppsupport/include" -I"artifacts/Stevedore/nativejob<message truncated>
    107. **********************************************************************************************
    108.  
    Seems to be the cause of the missing file. I checked the files in my notebook and found that they could not be generated when it was built in PC
     
  25. exoainteractive

    exoainteractive

    Joined:
    Jan 21, 2017
    Posts:
    20
    Sorry I should have read the previous posts. Can you maybe point me to a custom implementation that uses 2D Entities ray casting ?

    I could not implement a simple raycast for now :
    Code (CSharp):
    1.  RaycastInput RayInput = new RaycastInput
    2.             {
    3.                 Start =  Origin,
    4.                 End = End,
    5.                 Filter = Filter
    6.             };
    7. RaycastHit hit = new RaycastHit();
    8. bool haveHit = physicsWorld.CastRay(input, out hit);
    I can't assign Start and End points as they are read only. Only "Filter" and "Ignore" can be set.

    Otherwise, do you have any plans about implementing the collision responses for the upcoming releases ?

    Thanks again :)
     
    Last edited: Apr 2, 2020
  26. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    848
  27. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    848
    Hello @vintstraw ,
    Great that you are feeling better.
    If you pull down the ProjectTinySamples repository , open Tiny3D and try to build it for Windows, does this work?

    Do note that you need the following SDKs before starting your Project Tiny development:
    • Rider or Visual Studio 2019 with the following components installed:
      • Desktop development with C++
      • .NET desktop development
    • Windows 10 SDK
    Let us know how it goes!
     
  28. exoainteractive

    exoainteractive

    Joined:
    Jan 21, 2017
    Posts:
    20
    @Ted_Wikman yes I saw the documentation, but my "DOTS C# runtime VS project" is not telling me the same :

    The class is pointing to "Unity.U2D.Entities.Physics::RaycastInput"
    But maybe my VS 2015 is too old to understand apparently, cause Unity is actually compiling fine!


    So it's okay I won't pay attention to VS errors then.
    Thanks for you help and fast replies! :)
     
  29. vintstraw

    vintstraw

    Joined:
    Apr 28, 2019
    Posts:
    4
    Thank you for your concern.
    I try to build Tiny3D for Windows,it's success.
    And I installed the following SDKs before starting Project Tiny development.
     

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  30. elliotc-unity

    elliotc-unity

    Unity Technologies

    Joined:
    Nov 5, 2015
    Posts:
    203
    Historically this has indicated being out of RAM and/or disk space.
     
  31. exoainteractive

    exoainteractive

    Joined:
    Jan 21, 2017
    Posts:
    20
    About collision responses, I figured out that using 3D Physics Shape + Physics Body components instead of RigidBody2D + 2D Collider (that were converted to other 2d components) was actually doing the trick, as in the Tiny Racing sample.

    This seems to be working much better that implementing it with Raycasting actually.
     
    Last edited: Apr 7, 2020
  32. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    848
    @exoainteractive, could you elaborate on the issues that you faced when using the 2D Physics API, which were then solved by the 3D Physics API? This could help us improve the 2D Physics API in future releases.
     
  33. Kk_radford

    Kk_radford

    Joined:
    Dec 20, 2012
    Posts:
    19
    Hey can anyone explain what the difference is between the 2D.entities package linked here in this thread, and the Core2D package I've found through googling?

    A related question, forgive me if this is the wrong place for it: Is there a single place to get a current overview of the whole DOTS ecosystem/development pipeline? There seems to be a lot of different packages doing sometimes very similar things (see above) but not a lot of information about how these packages are intended to fit together, contrast or compliment each other?

    For instance, we have some 2D physics included in this package. How does this compare to the also new Unity.Physics, and the old Unity 2D system based on Box2D? Is this 2D physics intended to be stateless and deterministic across platforms? or is it another port of Box2D?

    In this thread it's also mentioned by @Ted_Wikman that all 2D development is intended to be done on top of the tiny runtime. Does this mean that these 2D features here are/going to be dependant on the tiny runtime? And if it's a runtime and our 2D package is dependant on it, what are the ramifications for being dependant this runtime?

    Can I use the Unity.Physics or Havok engine with this package, or no, because they aren't supported by the tiny runtime? If I can use either of those engines, why include another physics engine here? and if I can't, are these occluding relationships documented anywhere? Can I not use this package for Sprite based UI outside of tiny runtime?

    This has turned into a very general question about DOTS, so let me know if there's a better place for it, but it comes from a place of just trying to understand this package and it's dependencies/ramifications.

    Does every DOTS package cooperate additively with every other DOTS package? If so, I should be able to use the 2D entities without the tiny runtime package, and use any physics engine based on dots, no? If not, and some packages are instead dependant on other DOTS packages, are these dependencies listed anywhere in like an overview of the system instead of each individual package's notes?

    Sorry if these have been answered a million times, but I really like the DOTS stuff, and I have some projects in mind, but am finding it very difficult to get an overall picture of what is currently/intended to be possible with it.

    I have seen the DOTS main page, but it is general and does not seem to go into much detail about how specific packages interact with others, or what their intended relationships are to be and the resulting implications.

    Any useful links would be very much appreciated!
     
  34. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    123
    The Core2D package you linked (https://docs.unity3d.com/Packages/com.unity.tiny@0.13/manual/module-core2d.html) is a very old version of super early preview when we were still using TypeScript. 2D.Entities is the starting point for Project Tiny 2D features.

    Whenever you land on a package doc from an external link make sure to click on "View latest version" to check you are at the right spot:
    upload_2020-4-22_14-51-41.png
     

    Attached Files:

  35. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    848
    And let's dive into all these packages that you mentioned, @Caolan.

    First, we have two runtimes we have to take into consideration when talking about DOTS. We have the Unity runtime (which classic Unity and "Hybrid" DOTS is using), and we have DOTS runtime (which currently only Project Tiny is using). The Megacity project is using Unity runtime, and our Tiny demos are using DOTS runtime.

    Going back to packages, some packages targets both runtimes, and some packages only targets one of the two runtimes.

    The packages you mentioned in your post support the following runtimes:
    com.unity.physics: Unity runtime & DOTS runtime
    com.havok.physics: Unity runtime
    com.unity.tiny: DOTS runtime
    com.unity.2d.entities: DOTS runtime

    In the future, some of these packages might expand into supporting both runtimes.

    As for the difference between the physics packages, com.unity.physics and com.havoc.physics are both 3D Physics packages. The physics module included in the com.unity.2d.entities package is a 2D physics module.

    When you begin a new DOTS project, you should think about which runtime you would like to use, and then select the packages supporting that runtime.

    Here are some links to get started:
    Unity runtime info page
    Unity runtime samples

    DOTS runtime info page
    DOTS runtime samples

    We understand that it is a bit of a jungle with all these packages. We are currently working on ways to improve this, and make it easier to get a better overview.

    Let me know if you have any other questions!
     
    NotaNaN and JC-Cimetiere like this.
  36. Kk_radford

    Kk_radford

    Joined:
    Dec 20, 2012
    Posts:
    19

    Such a helpful answer!! Thanks a million, I wasn't expecting something that detailed at all, you've really cleared up a lot of my confusion.

    I did actually try the 'see latest docs' button as per @JC-Cimetiere recommendation, but part of my confusion was not understanding the relationships between the runtimes and the DOTS packages, and so that link @JC-Cimetiere suggested brought me to an article about project tiny, but I was coming from a package that was seemingly about sprite rendering in DOTS mode, so I actually assumed the link was semi broken because I didn't understand the relationship between the two. Now it makes a lot more sense!

    So a couple more small questions I have coming out of your answer.

    1: The Unity runtime, am I right in thinking that this allows me to choose some DOTS packages for their specific benefit, while also retaining a lot of classic Unity's features, is that what is meant by 'hybrid'? Can I for instance use the classic sprite renderer and animator, but with say the burst/ecs/unity.physics packages on the classic/hybrid runtime? Is that the intention?

    2: I understand that the Unity.physics and havok engines are intended for 3D, but I was kind of assuming, due to Unity.physics open design, I could actually phenagle it to ignore the z axis and use it for 2D. The reason I would like to do that if I can, is because I have a project in mind that is sprite based, but that requires deterministic and stateless physics. This however would obviously be unnecessary if the 2D physics engine included here is intended to be stateless and deterministic too? The highlighted link in this pic I've included to the 2D engine's design philosophy seems to be broken right now, for me at least:

    upload_2020-4-24_11-37-44.png
     
  37. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    848
    @Caolan

    1a. Regarding packages supporting the Unity Runtime ("hybrid" DOTS), these packages are created to support many of the standard UnityEngine components, such as UnityEngine.Camera, and UnityEngine.MeshRenderer. However, it is important to note the difference between a project utilizing DOTS vs. a project utilizing classic Unity (with MonoBehaviours).

    In classic Unity, we are working with GameObjects and MonoBehaviours as our pillars of development. We are also using an object oriented programming style for our project structure.

    When using DOTS, we are working with Entities, Components and Systems as our pillars of development. Here, we are using a data oriented programming style.

    You can see these two systems like two worlds. They can co-exist, but apart from a few selected sync points, they know nothing about each other. Therefore, it's better to either use one of the two systems for your whole project, or at least for certain contained sub systems.

    1b. There are packages that are heavily used in DOTS, that can be used in Unity classic. The best two examples are Jobs and Burst. For calculation intense systems, that can be moved over to worker threads, these two packages are a great fit.

    2. You can for sure phenagle the two 3D physics packages so they work with 2d content. The havoc package is a stateful physics package, while the 2d physics implementation inside the 2D entities package and the Unity Physics package are both stateless physics packages. Regarding the deterministic part, there are work being done in many areas to provide full determinism, however you should be mindful that since most of the DOTS packages are in a preview phase, there might be areas which breaks the determinism. If this is a requirement for your project, do make some tests before committing fully to the packages.

    Sorry about the broken link. Here is a direct link to the 2D Physics design philosophy page. Do note that the current implementation of 2D physics in the 2D entities package does not come with collision response. This is a feature we will release in the next package version.

    I hope these answers gives some more insight. Let me know if you have any more questions!
     
    NotaNaN likes this.
  38. adityakaishav

    adityakaishav

    Joined:
    Jan 16, 2019
    Posts:
    23
    Hey, I have preview v0.22 and unity 2019.3.9f1, I want to make a playable ad of my game. but I don't know how and where to start. I am very new for unity tiny. I have downloaded the TinySpaceship project to understand it. but did not able to get so much. How buttons are working (like for ex- i have a button when i click this, how it is working through code, not able to understand. it is not like unity UI). Please help me. Thanks in advance. @Ted_Wikman @MelvMay
     
  39. Shredder25

    Shredder25

    Joined:
    Jun 25, 2016
    Posts:
    11
    There is not an actual UI System for Tiny (DOTS Runtime), Yet. You can kinda hack a UI system by using sprites and checking if the mouse was clicked on the sprite but you won't have any of the UI features you have in the Unity Runtime. I don't see this package being production ready anytime soon.
     
  40. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    848
    Hello @adityakaishav ,
    Like @Shredder25 said, Project Tiny does not have a UI solution yet. In TinySpaceship we used SpriteRenderers and the 2D physics API to create buttons for on-screen input.
    The implementation can be found here.

    Let me know how it goes!
     
  41. Krajca

    Krajca

    Joined:
    May 6, 2014
    Posts:
    347
    Is sprite animation supported yet?
     
  42. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    848
    @Krajca , flipbook animation support will be available in the next 2D Entities package update
     
  43. Shredder25

    Shredder25

    Joined:
    Jun 25, 2016
    Posts:
    11
    Do we have an ETA on the next version?
     
  44. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    848
    @Shredder25, as of right now we do not have a set ETA for the next 2D Entities package update. We are hard at work with it, and will let you guys know when we are ready to ship.

    In the meantime, any feedback on what can be improved with the current version of 2D Entities is highly appreciated.
     
    chung_hoang_twentyci likes this.
  45. chung_hoang_twentyci

    chung_hoang_twentyci

    Joined:
    Nov 26, 2019
    Posts:
    3
    Waiting for animation support :)
     
  46. fea777

    fea777

    Joined:
    Jun 29, 2015
    Posts:
    9
    I was wondering if this DOTS ECS implementation would be much faster on mobile for 10000 moving sprites for example? (say more than 10 times faster) compared to the previous generic unity codes? Thank you.
     
    Last edited: Jun 11, 2020
  47. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    848
    @fea777, in this version of 2D Entities (0.22) we have not included many of the features that would give you a big performance boost. For instance, both our burst compiler and multithreading are not enabled in 2D Entities 0.22.
    In future versions, we aim to enable these features and also improve our rendering pipeline to bring better performance to the package.
     
    V_i_T likes this.
  48. Juandapp

    Juandapp

    Joined:
    May 11, 2016
    Posts:
    53
    Sorry, if I have not seen before what I will say. But, is there a date for a stable version?
     
  49. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    848
    @Juandapp, currently we do not have a date for a verified version of 2D Entities
     
    NotaNaN likes this.
  50. NotaNaN

    NotaNaN

    Joined:
    Dec 14, 2018
    Posts:
    320
    By chance might you have a vague idea of when the next 2D Entities Package update may be released? I'm itching to get my hands into Project Tiny as I've been using Hybrid DOTS for a while now to good success and now wish to go full DOTS, but I'm slightly worried that there might be some breaking (or major) changes coming up which makes me reluctant to adopt Tiny.

    Point is -- Is it safe to use Tiny in its current state without the possibility of large changes occurring in the future? Or is Tiny not "there" yet? (Specifically, the 2D Entities Package).
     
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