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Project Tiny preview-0.16.1 (C#) available, and upcoming changes

Discussion in 'Project Tiny' started by JC-Cimetiere, Jul 11, 2019.

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  1. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    For those struggling on OSX: I it to work with the 2019.2.0 release version on OSX 10.14.6 on my 2013 MacBook Air.
    Had to add the Editor platform to the asmdef of 2 modules: Unity.Tiny.HTML (covered before) and Unity.Tiny.InputHTML (manually on the text file) and I had to prevent myself from updating other ECS related packages as updating Collections or Entities in particular will break Project Tiny due to breaking changes in both of them (ICollection related in Collections and the whole WorldDiff changes in Entities)

    Word of warning also for users of Safari on OSX: Don't enable the experimental WebGL 2.0 you can enable in the Safari Developer menu - Project Tiny will fail to work. Without it, there are no problems with wasm builds and it actually seems to run faster than the up to date version of Firefox by ~20% in 'Spawn & Destroy' with tons of ships firing.
     
  2. Maras

    Maras

    Joined:
    Dec 11, 2012
    Posts:
    126
    Any update when we could see the road map? Thank you!
     
    NotaNaN likes this.
  3. NotaNaN

    NotaNaN

    Joined:
    Dec 14, 2018
    Posts:
    324
    Does anyone at Unity have some information on when the 2D physics module might be re-released? I've been waiting for it to come out again for quite a while now, so if you guys have like an ETA of some kind that you could share it would be massively helpful and greatly appreciated! (Even just saying that there isn't an ETA would be useful information).
     
    Manny_bit likes this.
  4. K1kk0z90_Unity

    K1kk0z90_Unity

    Joined:
    Jun 2, 2013
    Posts:
    90
    EDIT: Solved! I had to modify Visual Studio 2017 installation adding the "Make C++ Desktop Applications" workload.
    ----------------------------------

    I'm trying to build the HelloWorld example, using the Windows DotNet Debug configuration, but the build always fails, and I get the following error to console:

    The build.log file contains the following:
    [ 15/346 0s] CopyTool build/HelloWorld/HelloWorld-windows-dotnet-debug/Data/8c9b9771c9e34c0c82dc8c2875349598
    [ 16/346 0s] CopyTool build/HelloWorld/HelloWorld-windows-dotnet-debug/Data/06d0a78b7523e833ed43a2db99db271e
    [ 18/346 0s] CopyTool build/HelloWorld/HelloWorld-windows-dotnet-debug/Data/46b433b264c69cbd39f04ad2e5d12be8
    [ 0s] Destroying MsPDBSrv (15.9)
    [ 0s] Destroying Visual Studio Telemetry (VCTIP.EXE)
    [!FAILED! 19/346 0s] C_Win32 artifacts/lib_unity_lowlevel/windows-dotnet-debug/4my7/allocators.obj
    ##### CommandLine
    "C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x86/cl.exe" "C:\Users\Federico\Documents\UnityTinyTest\Library\PackageCache\com.unity.tiny@0.16.1-preview\DotsPlayer\LowLevelSupport~\Unity.LowLevel\cpp~\allocators.cpp" /MTd /c /bigobj /cgthreads2 /Od /RTC1 /TP /D_HAS_EXCEPTIONS=0 /GR- /Gy /nologo /Zi /Zf /GS- /W3 /DUNICODE /D_UNICODE /D_SECURE_SCL=0 /D_ITERATOR_DEBUG_LEVEL=0 /D_HAS_ITERATOR_DEBUGGING=0 /DWINAPI_FAMILY=WINAPI_FAMILY_DESKTOP_APP /DUNITY_WINDOWS=1 /DBUILD_UNITY_LOWLEVEL=1 /DDEBUG=1 /DBINDGEM_DOTS=1 /DWIN32 /DWINDOWS /D_WINDOWS /D_DEBUG /D_CRT_SECURE_NO_DEPRECATE /D_SCL_SECURE_NO_DEPRECATE /D_WINSOCK_DEPRECATED_NO_WARNINGS /D_CRT_NONSTDC_NO_DEPRECATE /I"C:\Users\Federico\Documents\UnityTinyTest\Library\DotsRuntimeBuild" /I"C:\Users\Federico\Documents\UnityTinyTest\Library\PackageCache\com.unity.tiny@0.16.1-preview\DotsPlayer\bee~\cppsupport\include" /I"C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\include" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\shared" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\um" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\winrt" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\ucrt" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\cppwinrt" /Fd"C:\Users\Federico\Documents\UnityTinyTest\Library\DotsRuntimeBuild\artifacts\lib_unity_lowlevel\windows-dotnet-debug\lib_unity_lowlevel_compiler.pdb" /FS /Fo"C:\Users\Federico\Documents\UnityTinyTest\Library\DotsRuntimeBuild\artifacts\lib_unity_lowlevel\windows-dotnet-debug\4my7\allocators.obj" /D_HAS_AUTO_PTR_ETC=1 /D_SILENCE_ALL_CXX17_DEPRECATION_WARNINGS /Zc:__cplusplus /std:c++latest
    ##### Custom Environment Variables
    PATH=C:\Program Files (x86)\Windows Kits\10\bin\10.0.17763.0\x86;C:\Program Files (x86)\Windows Kits\10\bin\x86;C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\Hostx64\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.17763.0\x86;C:\Program Files (x86)\Windows Kits\10\bin\x86
    _MSPDBSRV_ENDPOINT_=1706865654097120746
    ##### ExitCode
    1
    ##### Output
    The system cannot find the path specified.
    [!FAILED! 20/346 0s] C_Win32 artifacts/lib_unity_zerojobs/windows-dotnet-debug/wtm1/dummy.obj
    ##### CommandLine
    "C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x86/cl.exe" "C:\Users\Federico\Documents\UnityTinyTest\Library\PackageCache\com.unity.tiny@0.16.1-preview\DotsPlayer\bee~\cppsupport\dummy.cpp" /MTd /c /bigobj /cgthreads2 /Od /RTC1 /TP /D_HAS_EXCEPTIONS=0 /GR- /Gy /nologo /Zi /Zf /GS- /W3 /DUNICODE /D_UNICODE /D_SECURE_SCL=0 /D_ITERATOR_DEBUG_LEVEL=0 /D_HAS_ITERATOR_DEBUGGING=0 /DWINAPI_FAMILY=WINAPI_FAMILY_DESKTOP_APP /DUNITY_WINDOWS=1 /DBUILD_UNITY_ZEROJOBS=1 /DDEBUG=1 /DBINDGEM_DOTS=1 /DWIN32 /DWINDOWS /D_WINDOWS /D_DEBUG /D_CRT_SECURE_NO_DEPRECATE /D_SCL_SECURE_NO_DEPRECATE /D_WINSOCK_DEPRECATED_NO_WARNINGS /D_CRT_NONSTDC_NO_DEPRECATE /I"C:\Users\Federico\Documents\UnityTinyTest\Library\DotsRuntimeBuild" /I"C:\Users\Federico\Documents\UnityTinyTest\Library\PackageCache\com.unity.tiny@0.16.1-preview\DotsPlayer\bee~\cppsupport\include" /I"C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\include" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\shared" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\um" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\winrt" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\ucrt" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\cppwinrt" /Fd"C:\Users\Federico\Documents\UnityTinyTest\Library\DotsRuntimeBuild\artifacts\lib_unity_zerojobs\windows-dotnet-debug\lib_unity_zerojobs_compiler.pdb" /FS /Fo"C:\Users\Federico\Documents\UnityTinyTest\Library\DotsRuntimeBuild\artifacts\lib_unity_zerojobs\windows-dotnet-debug\wtm1\dummy.obj" /D_HAS_AUTO_PTR_ETC=1 /D_SILENCE_ALL_CXX17_DEPRECATION_WARNINGS /Zc:__cplusplus /std:c++latest
    ##### Custom Environment Variables
    PATH=C:\Program Files (x86)\Windows Kits\10\bin\10.0.17763.0\x86;C:\Program Files (x86)\Windows Kits\10\bin\x86;C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\Hostx64\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.17763.0\x86;C:\Program Files (x86)\Windows Kits\10\bin\x86
    _MSPDBSRV_ENDPOINT_=1706865654097120746
    ##### ExitCode
    1
    ##### Output
    The system cannot find the path specified.
    [!FAILED! 21/346 0s] C_Win32 artifacts/lib_unity_zerojobs/windows-dotnet-debug/udd3/ZeroJobsNativeSupport.obj
    ##### CommandLine
    "C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x86/cl.exe" "C:\Users\Federico\Documents\UnityTinyTest\Library\PackageCache\com.unity.tiny@0.16.1-preview\DotsPlayer\LowLevelSupport~\Unity.ZeroJobs\cpp~\ZeroJobsNativeSupport.cpp" /MTd /c /bigobj /cgthreads2 /Od /RTC1 /TP /D_HAS_EXCEPTIONS=0 /GR- /Gy /nologo /Zi /Zf /GS- /W3 /DUNICODE /D_UNICODE /D_SECURE_SCL=0 /D_ITERATOR_DEBUG_LEVEL=0 /D_HAS_ITERATOR_DEBUGGING=0 /DWINAPI_FAMILY=WINAPI_FAMILY_DESKTOP_APP /DUNITY_WINDOWS=1 /DBUILD_UNITY_ZEROJOBS=1 /DDEBUG=1 /DBINDGEM_DOTS=1 /DWIN32 /DWINDOWS /D_WINDOWS /D_DEBUG /D_CRT_SECURE_NO_DEPRECATE /D_SCL_SECURE_NO_DEPRECATE /D_WINSOCK_DEPRECATED_NO_WARNINGS /D_CRT_NONSTDC_NO_DEPRECATE /I"C:\Users\Federico\Documents\UnityTinyTest\Library\DotsRuntimeBuild" /I"C:\Users\Federico\Documents\UnityTinyTest\Library\PackageCache\com.unity.tiny@0.16.1-preview\DotsPlayer\bee~\cppsupport\include" /I"C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\include" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\shared" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\um" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\winrt" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\ucrt" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\cppwinrt" /Fd"C:\Users\Federico\Documents\UnityTinyTest\Library\DotsRuntimeBuild\artifacts\lib_unity_zerojobs\windows-dotnet-debug\lib_unity_zerojobs_compiler.pdb" /FS /Fo"C:\Users\Federico\Documents\UnityTinyTest\Library\DotsRuntimeBuild\artifacts\lib_unity_zerojobs\windows-dotnet-debug\udd3\ZeroJobsNativeSupport.obj" /D_HAS_AUTO_PTR_ETC=1 /D_SILENCE_ALL_CXX17_DEPRECATION_WARNINGS /Zc:__cplusplus /std:c++latest
    ##### Custom Environment Variables
    PATH=C:\Program Files (x86)\Windows Kits\10\bin\10.0.17763.0\x86;C:\Program Files (x86)\Windows Kits\10\bin\x86;C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\Hostx64\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.17763.0\x86;C:\Program Files (x86)\Windows Kits\10\bin\x86
    _MSPDBSRV_ENDPOINT_=1706865654097120746
    ##### ExitCode
    1
    ##### Output
    The system cannot find the path specified.
    [!FAILED! 22/346 0s] C_Win32 artifacts/lib_unity_lowlevel/windows-dotnet-debug/wtm1/dummy.obj
    ##### CommandLine
    "C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x86/cl.exe" "C:\Users\Federico\Documents\UnityTinyTest\Library\PackageCache\com.unity.tiny@0.16.1-preview\DotsPlayer\bee~\cppsupport\dummy.cpp" /MTd /c /bigobj /cgthreads2 /Od /RTC1 /TP /D_HAS_EXCEPTIONS=0 /GR- /Gy /nologo /Zi /Zf /GS- /W3 /DUNICODE /D_UNICODE /D_SECURE_SCL=0 /D_ITERATOR_DEBUG_LEVEL=0 /D_HAS_ITERATOR_DEBUGGING=0 /DWINAPI_FAMILY=WINAPI_FAMILY_DESKTOP_APP /DUNITY_WINDOWS=1 /DBUILD_UNITY_LOWLEVEL=1 /DDEBUG=1 /DBINDGEM_DOTS=1 /DWIN32 /DWINDOWS /D_WINDOWS /D_DEBUG /D_CRT_SECURE_NO_DEPRECATE /D_SCL_SECURE_NO_DEPRECATE /D_WINSOCK_DEPRECATED_NO_WARNINGS /D_CRT_NONSTDC_NO_DEPRECATE /I"C:\Users\Federico\Documents\UnityTinyTest\Library\DotsRuntimeBuild" /I"C:\Users\Federico\Documents\UnityTinyTest\Library\PackageCache\com.unity.tiny@0.16.1-preview\DotsPlayer\bee~\cppsupport\include" /I"C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\include" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\shared" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\um" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\winrt" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\ucrt" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\cppwinrt" /Fd"C:\Users\Federico\Documents\UnityTinyTest\Library\DotsRuntimeBuild\artifacts\lib_unity_lowlevel\windows-dotnet-debug\lib_unity_lowlevel_compiler.pdb" /FS /Fo"C:\Users\Federico\Documents\UnityTinyTest\Library\DotsRuntimeBuild\artifacts\lib_unity_lowlevel\windows-dotnet-debug\wtm1\dummy.obj" /D_HAS_AUTO_PTR_ETC=1 /D_SILENCE_ALL_CXX17_DEPRECATION_WARNINGS /Zc:__cplusplus /std:c++latest
    ##### Custom Environment Variables
    PATH=C:\Program Files (x86)\Windows Kits\10\bin\10.0.17763.0\x86;C:\Program Files (x86)\Windows Kits\10\bin\x86;C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\Hostx64\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.17763.0\x86;C:\Program Files (x86)\Windows Kits\10\bin\x86
    _MSPDBSRV_ENDPOINT_=1706865654097120746
    ##### ExitCode
    1
    ##### Output
    The system cannot find the path specified.
    *** Bee build failed (0.65 seconds), 7 items updated

    I'm using Unity 2019.2.1f1 on Windows, with only the macOS build additional module installed. I imported version 0.16.1-preview of Tiny Project from Package Manager.
     
    Last edited: Aug 18, 2019
  5. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    123
    Hi,
    We are still working on the roadmap and we'll share as soon as we can the details but sorry no ETA I can share yet.
    I know it's been a while already since the last update, sorry to keep you waiting.
    JC
     
  6. jGate99

    jGate99

    Joined:
    Oct 22, 2013
    Posts:
    1,856
    I believe we will be getting some great updates on Unite next month on roadmap talk.
     
  7. vincismurf

    vincismurf

    Joined:
    Feb 28, 2013
    Posts:
    200
    Roadmap is good, making it reliably work for everyone is better. Please work on the latter, I haven't been able to use Tiny since the C# update.
     
    Oblivionized likes this.
  8. pofu_lu

    pofu_lu

    Joined:
    Feb 5, 2019
    Posts:
    4
    I follow this guide step by step. but I got warn 'Open a Project before opening a Scene' when I try to open any sample scene. (Editor title showed "DOTS mode").
    upload_2019-8-22_17-17-44.png

    Unity 2019.2.2f1
    Packages:
    Burst: 1.1.2
    Project Tiny: 0.16.1​
     
  9. Frickinlaser

    Frickinlaser

    Joined:
    Jan 19, 2014
    Posts:
    22
    I got the same error when trying with Unity 2019.2.2. So I went back to 2019.2.1 and it works there.
     
    mansiva2000 and Rallix like this.
  10. FDMpro

    FDMpro

    Joined:
    Aug 19, 2014
    Posts:
    13
    I add Tiny Project and Done everything step by step, but every time I try to play or build any of sample project it say build failed also some time it say access to *.asmdef denied.
    the build Log is this:
     
  11. TimmyCom

    TimmyCom

    Joined:
    Sep 5, 2019
    Posts:
    4
    Same, the TypeScript version had more systems and was more advanced. Hopefully the C# version will have the same systems very soon. Can't wait for the new update!
     
    Oblivionized and vincismurf like this.
  12. Ofreyre

    Ofreyre

    Joined:
    Jul 17, 2013
    Posts:
    28
    Hi, have three weeks experimenting with project tiny and it's being a great experience. I really like the flexibility of ECS pattern and project tiny implementation is working great. Changing OOP to ECS is like breaking free from the rigid Platonic ontology to think in terms of a contingent phenomenology.

    I don't know if I'll finally embrace it, but it is an exercise of freedom. Thanks Project Tiny team!

    That said, to more practical matters, stopping and re-playing a particle system:

    I have a particle system A (ParticleEmitter, BurstEmitter, etc.), a particle system B with a Sprite2DRenderer, assigned to ParticleEmitter.particle of A, and an entity C with a Sprite2DRendererc. assigned to ParticleEmmiter.particle of B.

    These settings work fine as a particle system A with sub emitter B. The result is a bunch of particles, each one with it's own tail of particles.

    Anyone knows how to stop and replay A? I have tried:
    1. Add / Remove Disabled component. If A starts with the Disabled component, when it's removed, A plays. When then it's added to A again, it stops. But when removed again, A doesn't re-play.
    2. Starting A with BurstEmitter.count.end= 0, and then changing it to greater values does nothing, independently of ParticleEmitter.emitRate value, even if it changes from 0 to >0.
    3. If A starts with BurstEmitter.count.end > 0, A plays independently of ParticleEmitter.emitRate value, and it doesn't re-play independently of changing ParticleEmitter.emitRate value
    4. Removing entity A throws an error, component not found on entity. Maybe I have to remove all entities (A, B and C), maybe I have to remove entity A after certain system...
    Using Unity 2019.2.1f1, Project tiny 0.16.1

    Any advice?

    Thanks
     
    sercand and NotaNaN like this.
  13. DavEat

    DavEat

    Joined:
    Jul 5, 2016
    Posts:
    4
    Did you consider a Linux arm build support ?
     
    masterneme likes this.
  14. Mralve

    Mralve

    Joined:
    Sep 4, 2014
    Posts:
    1
    So is there any plans for getting shaders working in tiny mode anytime soon? and if so is the shader graph going to work with this?

    Thanks.
     
    hollegar likes this.
  15. Ofreyre

    Ofreyre

    Joined:
    Jul 17, 2013
    Posts:
    28
    I have compiled my current project to mono with no problem, but when I try ILSCPP or AsmJS I get errors about JobComponentSystem.

    For example, this Job system:

    Code (CSharp):
    1. public class MoveSpeedSystem : JobComponentSystem
    2.     {
    3.         TinyEnvironment m_environment;
    4.  
    5.         struct MovementSpeedJob : IJobForEach<Translation, MovementSpeed>
    6.         {
    7.             public float deltaTime;
    8.  
    9.             public void Execute(ref Translation translation, ref MovementSpeed movementSpeed)
    10.             {
    11.                 translation.Value = translation.Value + movementSpeed.value * deltaTime;
    12.             }
    13.         }
    14.  
    15.         protected override void OnCreate()
    16.         {
    17.             base.OnCreate();
    18.             m_environment = World.TinyEnvironment();
    19.         }
    20.  
    21.         // OnUpdate runs on the main thread.
    22.         protected override JobHandle OnUpdate(JobHandle inputDependencies)
    23.         {
    24.             var job = new MovementSpeedJob()
    25.             {
    26.                 deltaTime = m_environment.frameDeltaTime
    27.             };
    28.  
    29.             return job.Schedule(this, inputDependencies);
    30.         }
    31.     }

    Logs:
    C:\Unity2018\DeconstetrisTiny\Library\DotsRuntimeBuild\artifacts\Deconstetris\windows-il2cpp-debug_stripped\Deconstetris.dll-il2cpp-sources\Deconstetris.cpp(18649): error C2664: 'JobHandle_t979DE7A3C6ED4314DABFAA4C58E7210759D67B85 MovementSpeedJob_Outer_System_Gen_m38473F2FB7F8436E1F97517CFE6339CC1E0F0254(MovementSpeedJob_t035C2CBFFA08EDD4D187F4C211259B98A5FA506E,ComponentSystem_t11926B8B0CA6228AF04CA706B051BDEC3B81E68B *,JobHandle_t979DE7A3C6ED4314DABFAA4C58E7210759D67B85)': cannot convert argument 2 from 'DurationSystem_tC77FD5FFAFD1386266077E06D6313BA1144E8C25 *' to 'ComponentSystem_t11926B8B0CA6228AF04CA706B051BDEC3B81E68B *'

    C:\Unity2018\DeconstetrisTiny\Library\DotsRuntimeBuild\artifacts\Deconstetris\windows-il2cpp-debug_stripped\Deconstetris.dll-il2cpp-sources\Deconstetris.cpp(18649): note: Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast

    C:\Unity2018\DeconstetrisTiny\Library\DotsRuntimeBuild\artifacts\Deconstetris\windows-il2cpp-debug_stripped\Deconstetris.dll-il2cpp-sources\Deconstetris.cpp(25647): error C2664: 'JobHandle_t979DE7A3C6ED4314DABFAA4C58E7210759D67B85 MovementSpeedJob_Outer_System_Gen_m83C8A117A9D198BE755C6EA8E445D87206AC99B0(MovementSpeedJob_t8CC20A246B3505814B4E90500B9716F6EFBE2E5A,ComponentSystem_t11926B8B0CA6228AF04CA706B051BDEC3B81E68B *,JobHandle_t979DE7A3C6ED4314DABFAA4C58E7210759D67B85)': cannot convert argument 2 from 'MoveSpeedSystem_t1EAC2B1275F25694C6A736DA0BD927F1A92B5EE7 *' to 'ComponentSystem_t11926B8B0CA6228AF04CA706B051BDEC3B81E68B *'

    C:\Unity2018\DeconstetrisTiny\Library\DotsRuntimeBuild\artifacts\Deconstetris\windows-il2cpp-debug_stripped\Deconstetris.dll-il2cpp-sources\Deconstetris.cpp(25647): note: Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast

    C:\Unity2018\DeconstetrisTiny\Library\DotsRuntimeBuild\artifacts\Deconstetris\windows-il2cpp-debug_stripped\Deconstetris.dll-il2cpp-sources\Deconstetris.cpp(27581): error C2664: 'JobHandle_t979DE7A3C6ED4314DABFAA4C58E7210759D67B85 ScoreIncJob_Outer_System_Gen_m63D035CE499DB12814C5591E794D4A25F1E9E5AE(ScoreIncJob_t9CA3D1DE3FE8A950706CCE70ADF39C4F73C8A6FD,ComponentSystem_t11926B8B0CA6228AF04CA706B051BDEC3B81E68B *,JobHandle_t979DE7A3C6ED4314DABFAA4C58E7210759D67B85)': cannot convert argument 2 from 'ScoreSystem_t56C68532CC6BF621743E178962357028D11B61A9 *' to 'ComponentSystem_t11926B8B0CA6228AF04CA706B051BDEC3B81E68B *'

    C:\Unity2018\DeconstetrisTiny\Library\DotsRuntimeBuild\artifacts\Deconstetris\windows-il2cpp-debug_stripped\Deconstetris.dll-il2cpp-sources\Deconstetris.cpp(27581): note: Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
    *** Bee build failed (50.56 seconds), 33 items updated


    Is project Tyne currently supporting jobs for IL2CPP and AsmJS?

    Thanks
     
  16. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,006
    Does Tiny have navmesh?
     
  17. ignatyev_unity371

    ignatyev_unity371

    Joined:
    Sep 23, 2019
    Posts:
    1
    Is it possible to initialize component array fields in editor? Haven't seen any examples of that.
     
  18. Ofreyre

    Ofreyre

    Joined:
    Jul 17, 2013
    Posts:
    28
    You can use IBufferElementData. For example, a buffer of ints will be:

    Code (CSharp):
    1. public struct IntData: IBufferElementData
    2.     {
    3.         public int value;
    4.     }
    And access it within a system:

    Code (CSharp):
    1. Entities.ForEach((DynamicBuffer<IntData> intData) =>
    2. {
    3.     for(int i=0;i<intData.Length;i++)
    4.     {
    5.         intData[i] = i;
    6.     }
    7. });
     
    ignatyev_unity371 likes this.
  19. Ofreyre

    Ofreyre

    Joined:
    Jul 17, 2013
    Posts:
    28
    Anyone know how to integrate fbinstant sdk?
     
  20. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,006
    I think they're all busy in Copenhagen
     
  21. luoyanggen

    luoyanggen

    Joined:
    Aug 1, 2019
    Posts:
    1
  22. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    123
    correct we've been a bit busy with Unite. Update coming next week, stay tuned!
     
  23. petroved

    petroved

    Joined:
    Jun 29, 2019
    Posts:
    1
    Would linux unity will be support too?
     
  24. marcohk

    marcohk

    Joined:
    Aug 6, 2017
    Posts:
    1
    Can I use the modules which Project Tiny provide without Project Tiny enabled? For example I would like to use HitBox2D in my DOTS-enabled game, but I don't need to compile a tiny binary.
     
  25. Manny_bit

    Manny_bit

    Joined:
    Oct 2, 2019
    Posts:
    7
    Can't wait for the update!
     
    NotaNaN likes this.
  26. e-mag

    e-mag

    Joined:
    Jul 9, 2018
    Posts:
    2
    Did anyone have any success getting drag to work?

    I used the Unity version 2019.2.0b3 with project Tiny version 0.15.3 and added the component Draggable.
    When it says it needs it in the assembly and I add it there, there is an error. can someone help? :)
     
  27. nonameoky

    nonameoky

    Joined:
    Oct 2, 2019
    Posts:
    3
    release release , i hate preview:(:(:(:(:(:(
     
    NotaNaN and Manny_bit like this.
  28. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    123
    Hello,
    Full update & recording of Unite Project Tiny Roadmap session posted, check the latest here.
    JC
     
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