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Unity is looking to understand your priorities for Visual Scripting

Discussion in 'Data Oriented Technology Stack' started by rossb_unity, May 16, 2019 at 11:14 PM.

  1. rossb_unity

    rossb_unity

    Unity Technologies

    Joined:
    Nov 15, 2018
    Posts:
    6
    Peter77, 5argon, psuong and 1 other person like this.
  2. wobes

    wobes

    Joined:
    Mar 9, 2013
    Posts:
    631
    Could we have Burst for EntityCommandBuffer, editable EntityDebugger, proper multiple Worlds support, and stable API without deprecation?

    Would be nice instead of visual scripting. Thanks.
     
    dzamani, Kender, jdoxbotica and 8 others like this.
  3. Xerioz

    Xerioz

    Joined:
    Aug 13, 2013
    Posts:
    93
    "Integrating nodes with Lua"? Never realized that Lua was an option. I wouldn't mind
     
  4. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
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    More interested in performance really, I mean if it's only as performant as regular C# then not much point since can use existing nodes from asset store or whatever. It has to be generally faster than monobehaviour land.

    I'd like to be able to - with some function nodes - quickly replace my entire monobehaviour C# game with a VS solution that runs on dots without having to be bogged down trying to code everything in dots which is a bit of a chore for some.

    And being able to have deterministic settings so we can do networked stuff within Unity visual scripting would be very nice. Basically, can we make full games in it, with better performance than mono land? if not....then try harder :p
     
    dzamani, Kender, MegamaDev and 2 others like this.
  5. tbriley

    tbriley

    Joined:
    Sep 10, 2013
    Posts:
    107
    it'd be nice if the survey let you go back - some of the options are pretty lengthy and i'd get to the end and realize 'crap, i don't really want half of these options but after trying to order them i can think of at least couple more i do want'.
     
  6. rizu

    rizu

    Joined:
    Oct 8, 2013
    Posts:
    963
    Would also be nice to have some indicator like 1/10 on the questions so you'd know how long it's going to take.
    There's also typo here I think: "Please look through following proposed actions you can perform in Visual Studio." (or test if anyone notice different VS used here).
     
    tbriley likes this.
  7. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    4,322
    Performance I believe should be priority.
    Then using nodes, as way to generate up to date performant DOTS samples and templates.

    Btw. I have completed survey.
     
    Opeth001, Kender and FROS7 like this.
  8. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    4,322
    This is how I imagine DOTSG, but very rough quick idea, does (not includes everything).
    But once generated, should be editable via script, to expand functionality, if that required by devs.

    Add Main Components node
    with Data / Buffers components etc. and their respective fields, as sub nodes.
    and add Tag Component.

    Add Main System node
    Add OnCreateManager, OnUpdate etc Internal Nodes, and allow add logic to them.
    Optional of adding Entities groups.
    Add Jobs selection, with input components when applicable, and burst drop down selection.
    - Add internal job logic sub nodes.
    - If added command buffer (at least until not supported by burst), disable automatically burst option.

    Allow chain jobs in a system with JobHandle.

    This way, I imagine, is hard to make mistake, with creating fairly simplistic and more complex systems, enforcing one way of coding. Also style of coding will be give, making whole scripts looking more unified.
     
    Kender likes this.