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High Precision Setting/Determinism

Discussion in 'Data Oriented Technology Stack' started by BlankMauser, Mar 25, 2018.

  1. BlankMauser

    BlankMauser

    Joined:
    Dec 10, 2013
    Posts:
    104
    So one of the lesser-advertised aspects of the ECS/Burst Compiler is the high-precision option for making networked games. As someone who is creating a networked fighting game, I'd like to know if this preview would help. Even if you were to use high-precision mathematical operations, would using built-in unity transforms and animations still allow for determinism? And is this even a feature of the current preview?
     
  2. GabrieleUnity

    GabrieleUnity

    Unity Technologies

    Joined:
    Sep 4, 2012
    Posts:
    116
    @BlankMauser the current preview doesn't support setting precision nor enabling/disabling cross CPU determinism. They will come in the future, as the Burst compiler matures and goes out of experimental. For determinism, it is likely we will ship it as part of the bigger effort we are putting on networking.

    The first goal is to only focus on JobSystem and ECS determinism. As we move forward we might consider options to expand the scope, but it is already a quite complex problem to solve and restricting the context will allow us to get to a solution in a decent amount of time.
     
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