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SetFilter with Shared Component Data equivalent without using Depreciated APIs.

Discussion in 'Entity Component System' started by Mr-Mechanical, Mar 20, 2019.

  1. Mr-Mechanical

    Mr-Mechanical

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    I'm removing depreciated APIs. Thanks, tips here would be useful. I assume this involves chunk iteration.
     
  2. Mr-Mechanical

    Mr-Mechanical

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  3. recursive

    recursive

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    Looks like they're finally moving away from the samples repo doubling as the main documentation source:

    https://docs.unity3d.com/Packages/com.unity.entities@0.0/manual/chunk_iteration_job.html

    https://docs.unity3d.com/Packages/com.unity.entities@0.0/manual/manual_iteration.html

    You can search more of the package docs from there, it's fairly easy to navigate. (and not spread out amongst scattered markdown files).
     
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  4. recursive

    recursive

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    For further reference, or for anyone else stumbling into this thread, a current "stable-ish" list of Package doc listings is here: https://docs.unity3d.com/Manual/PackagesList.html

    Not everything in preview is listed, it only seems to contain stable/near-production-ready package doc links.

    You can still access package doc pages via the links in the Package Manager window (has links to docs, release notes at least), but the actual documentation for early packages may just as well be on the forum thread for that package.
     
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  5. Mr-Mechanical

    Mr-Mechanical

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    Will using IJobChunk alone allow entities with the same ISharedComponentData to exactly correspond to each chunk (each chunk corresponds to specific ISharedComponentData Value)?
     
  6. eizenhorn

    eizenhorn

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    If entities can fit one chunk they will be in one chunk in same archetype and SCD index, but if they can't fit one chunk they will be on two or more chunks with same archetype and SCD index.
     
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  7. Mr-Mechanical

    Mr-Mechanical

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    Is there a way to recover the old chunk_iteration.md file from github? I think it had an example of accessing ISharedComponentData.