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Resolved When will DOTS Physics be on the usability level of Physix?

Discussion in 'Physics for ECS' started by GamerLordMat, Jun 1, 2023.

  1. GamerLordMat

    GamerLordMat

    Joined:
    Oct 10, 2019
    Posts:
    185
    Hello all,

    I am really looking forward too Unity DOTS working as I expect it to work for a Game Engine, but it is still very hard to use, if not unusable in a reasonable amount of time.

    I have been searching for Physics.OverlapBox in DOTS for like 10 minutes without luck.

    This bothers me bc I will rather implement simple Boxcolliders on the GPU than messing with this untransparent piece of software.
    IMO Game Development is already hard enough with Unity due too badly documented features, but thanks to the high amount of people actually using it one can always find a fix, not so for DOTS... Compute Shaders programming works very similarly to ECS but are 10 fold faster and if I have to reimplement stuff from scratch it is much easier for me doing it this way.

    So is it planned to have Gameobjects features working out of the box or is it going to stay a niche were you can't do anything more complicated than rotating cubes without direct Unity support?

    Unfortunately I see no future in DOTS even though I was really hyped when it was first introduced...Jobs adn Burst are great though... ECS only for simple Systems where one Entity has no relation to others at all -- but then again I use Compute Shaders...

    Cheers!
     
    Last edited: Jun 1, 2023
  2. Spy-Master

    Spy-Master

    Joined:
    Aug 4, 2022
    Posts:
    639
    OverlapBox(float3, quaternion, float3, ref NativeList<DistanceHit>, CollisionFilter, QueryInteraction)
    https://docs.unity3d.com/Packages/com.unity.physics@1.0/manual/collision-queries.html

    Take a look at the physics samples to wrap your head around the API.

    https://github.com/Unity-Technologies/EntityComponentSystemSamples/tree/master/PhysicsSamples

    You can also get advice in #dots-forum at https://discord.gg/unity

    Cheers!
     
    Last edited: Jun 1, 2023
    daniel-holz likes this.
  3. GamerLordMat

    GamerLordMat

    Joined:
    Oct 10, 2019
    Posts:
    185
    that is helpful though thanks! Still looks somewhat daunting though.
    I will look into it
     
  4. daniel-holz

    daniel-holz

    Unity Technologies

    Joined:
    Sep 17, 2021
    Posts:
    278
    While we are aware of some specific parts of the built-in physics authoring components not being baked yet to Unity Physics (e.g. the layer overrides in Collidera), in general you should be able to get the job done with the engine.

    Let us know if you find anything that is lacking. We are working on continuously improving the engine based on user feedback.