This is the forum post for DOTS Dynamic Bone! please post your feedback and questions below and I'll try my best to get back to you as soon as I can. I will also be posting updates in this post so stay tuned! For those looking for documentation and more information, please check the links below: Store Page: https://assetstore.unity.com/packages/tools/physics/dots-dynamic-bone-204257 Discord: https://discord.gg/WXGeAxXQ Documentation: https://steven9smith.github.io/DOTS-Dynamic-Bone/ Video: Updates & Notes: - fixed DOTSDynamicBone update system. issue: bones were experiencing weird calculations. cause: after performing tests with systems I changed some Job components without changing them back when I was done. This cause the DOTSDynamicBone calculations to be run twice in 2 different Jobs. solution: added strict component parameters to prevent the Jobs from running on each other's entities. -Update 0.9.5.6.1 11/16/2021 I have V0.9.6.0 ready which includes the DOTSDynamicBoneCollider but the asset is still pending on the store. There are 2 types of collisions: Natural and Preset Collisions. Natural Collisions are collisions that occur with any DOTS Physics Colliders. since DOTS Colliders shapes are used, all DOTS Physics Colliders are supported but Mesh and ConvexMesh have pretty high performance costs (like always) so I would avoid using them when possible. Preset Collisions are just pre-set collisions. If you add a DOTSDynamicBoneCollider to an entity and add that collision to a DOTSDynamicBone Component then that is considered a preset collision. Currently only Spheres,Capsules, and Planes are supported. I can support more, I just haven't set up the math yet. Preset Collision is subject to change if I manage to get Natural Collision to perform faster than Preset Collisions. I'm thinking of starting a Dev-log to keep you all updated (let me know if you want that). - Update 0.9.6.0.3 11/27/2021: I removed the first version of Collisions since I didn't think it made sense to use a CollisionEvent job to manually add the DOTSDynamicBoneCollisers when I created a better alternative. Not only did V1 take up extra memory, but it was also had a very specific setup and was honestly sorta annoying to deal with since you had to have physics enabled, AnimatedLocalToRoot overrides, and some other stuff. The current offical collision system is will be the V2 version which only requires that you add a PhysicsCollider to your bone....its so much easier and you can disable DOTS Physics on that bone and the collisions will still work (don't worry there's a exclude physics boolean value for each particle if you want to turn on and off physics calculations.). I added a new Component call DOTDynamicBoneIndependantMultipleComponent. This is a merging of the IndependantDOTSDynamicBoneComponent and the DOTSDynamicBonesComponent so you can put this on any Entity and have it handle multiple Bones. I also added a boolean value that when set to true, you can have the Entity handle multiple bones and particles from multiple RigComponents. This essentially gives you the ability to either have a single entity handle all DOTSDynamicBone entities or you can organize it into with different entities. Now you be wondering, "that's cool and all but isn't the Independent DOTSDynamicBone stuff not associated with ParallelSchedule()?". Yes, this is true for all versions before V0.9.6.0.3 however with V0.9.6.0.3 I added a "Link" tag that links RigCoomponent entities with their respective Independent DOTSDynamicBone Entity thus, each can write to their respective buffers with .ScheduleParallel() and Burst! Also, v0.9.6.0.3 is 100% Burst compatible! (At least no errors pooped up when i compiled it with burst lol) Also, DOTSDynamicBonesComponent and the Independant DOTSDynamicBone Components support the V2 Collision System so not all components support the V2 Collision System. -update version 0.9.6.0.5 12/2/2021 - added Preset Collision System - added Natural Collision System - Updated Docs - Updated Tutorials - Added samples - added DOTSDynamicBoneIndependantMultipleComponent (Multiple DynamicBones places on any Entity) - updated DOTSDynamicBoneEntityEditScript to v2 (Easier to work with) - added new Jobs for Collision processing - added Collision support for all DOTSDynamicBone Compoent types. - added Burst support for all Jobs excluding the Transform override system (going to work on making the Transform Override system burstable after this update) - added collision optimizations - removed some unnecessary data - fixed some mathematical calculations - fixed some glitches with some features - added some missing features Update 12/26/2021: - Updated some variable types to - Fixed an issue of IndependantDOTSDynamicBoneMultiple Component not updating the Unity.Animation.AnimatedLocalToRoot of 2 or more bones (I forgot to remove a break statement) - Tested Building some scenes with DOTSDynamicBone and DOTS Animation in scenes and sub-scenes successfuly on Unity 2021.1.28f1 & Unity 2020.1.9f1 NOTE: I do not recommend building with LiveLink yet.