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Will DOTS Animation's state machine be "generic" like Playables?

Discussion in 'DOTS Animation' started by PhilSA, Sep 26, 2019.

  1. PhilSA

    PhilSA

    Joined:
    Jul 11, 2013
    Posts:
    1,926
    It's a bit of a random question but here it goes:

    I heard from the roadmap talk that even though DOTS Animation will be available during 2019.3, the state machine stuff arrives later. This made me think about something: will that state machine system be "generic" enough to be used for any other thing aside from animation that may require the notion of a state with time, speed, blending, transitions, etc.... ?

    I'm imagining something where each state is an Entity, and you can add your own components to those state entities so if you need state time/speed for any sort of custom logic, you can access it like that. Sort-of like how Playables work
     
    JesOb, NotaNaN and Abbrew like this.
  2. pal_trefall

    pal_trefall

    Joined:
    Feb 5, 2019
    Posts:
    78
    I'm sure you already looked at the DOTS Animation on staging, that was updated late June? It shows a UNode framework that might be related to this.
    https://bintray.com/unity/unity-staging/com.unity.animation

    I have not looked at it enough yet, been putting in time on Netcode and learning good DOTS practices instead, until more examples/docs come around.
     
    florianhanke likes this.
  3. PhilSA

    PhilSA

    Joined:
    Jul 11, 2013
    Posts:
    1,926
    Just to clarify, I'm mostly looking forward to a code-based generic state machine API. The visual editor could just be built on top of it
     
    florianhanke and pal_trefall like this.
  4. Joachim_Ante

    Joachim_Ante

    Unity Technologies

    Joined:
    Mar 16, 2005
    Posts:
    5,203
    Have you looked at the Dots visual scripting?

    State machines are being worked on there, not sure how much of it has landed in the early previews...
     
    Ofx360, pal_trefall and PhilSA like this.