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Turbo Makes Games
United States
Приєднався 4 бер 2010
🔥 Taking The Hot Path 🔥
Follow for all sorts of content surrounding creating games using data-oriented design.
Follow for all sorts of content surrounding creating games using data-oriented design.
Overview: Create a DOTS City Builder using the Unity Asset Store
All the assets mentioned in this video will be available at 50% off during week 3 of the "Dev Days of Summer Sale," which runs from July 24th to August 21st. Each week, you'll find a different selection of assets on sale. Assets I hand selected for the sale: assetstore.unity.com/turbo-makes-games?aid=1101l9vRP
👇 Full List of Assets 👇
1. DOTS Traffic City - assetstore.unity.com/packages/templates/systems/dots-traffic-city-220203?aid=1101l9vRP
2. MicroSplat - Ultimate Bundle - assetstore.unity.com/packages/tools/terrain/microsplat-ultimate-bundle-180948?aid=1101l9vRP
3. Fake Interior - assetstore.unity.com/packages/vfx/shaders/fake-interior-206855?aid=1101l9vRP
4. Agents Navigation - assetstore.unity.com/packages/tools/behavior-ai/agents-navigation-239233?aid=1101l9vRP
5. Agents Navigation - Crowds - assetstore.unity.com/packages/tools/behavior-ai/agents-navigation-crowds-270598?aid=1101l9vRP
6. GPU ECS Animation Baker - assetstore.unity.com/packages/tools/animation/gpu-ecs-animation-baker-250425?aid=1101l9vRP
7. Rukhanka - ECS Animation System - assetstore.unity.com/packages/tools/animation/rukhanka-ecs-animation-system-241472?aid=1101l9vRP
8. Third Person Camera for DOTS - assetstore.unity.com/packages/tools/camera/third-person-camera-for-dots-256851?aid=1101l9vRP
9. Doozy UI Manager - assetstore.unity.com/packages/tools/visual-scripting/doozy-ui-manager-249738?aid=1101l9vRP
10. Modern UI Pack - assetstore.unity.com/packages/tools/gui/modern-ui-pack-201717?aid=1101l9vRP
11. Damage Numbers Pro - assetstore.unity.com/packages/2d/gui/damage-numbers-pro-186447?aid=1101l9vRP
12. Odin Inspector and Serializer - assetstore.unity.com/packages/tools/utilities/odin-inspector-and-serializer-89041?aid=1101l9vRP
13. BlackBox for Prefabs - assetstore.unity.com/packages/tools/utilities/blackbox-improved-prefab-workflows-274430?aid=1101l9vRP
Timestamps:
0:00 - Introduction
1:48 - Starter Project
5:13 - Terrain Management
6:17 - Building Buildings
7:33 - Pathfinding
9:06 - DOTS/ECS Animations
10:40 - Camera Controller
11:35 - User Interface
15:25 - Improving Dev Experience
17:44 - Final thoughts and wrap up
This video is sponsored by the Unity Asset Store and links included in this description are affiliate links, meaning I may receive a small commission if you do decide to purchase any of these assets. Thank you for your support!
👇 Full List of Assets 👇
1. DOTS Traffic City - assetstore.unity.com/packages/templates/systems/dots-traffic-city-220203?aid=1101l9vRP
2. MicroSplat - Ultimate Bundle - assetstore.unity.com/packages/tools/terrain/microsplat-ultimate-bundle-180948?aid=1101l9vRP
3. Fake Interior - assetstore.unity.com/packages/vfx/shaders/fake-interior-206855?aid=1101l9vRP
4. Agents Navigation - assetstore.unity.com/packages/tools/behavior-ai/agents-navigation-239233?aid=1101l9vRP
5. Agents Navigation - Crowds - assetstore.unity.com/packages/tools/behavior-ai/agents-navigation-crowds-270598?aid=1101l9vRP
6. GPU ECS Animation Baker - assetstore.unity.com/packages/tools/animation/gpu-ecs-animation-baker-250425?aid=1101l9vRP
7. Rukhanka - ECS Animation System - assetstore.unity.com/packages/tools/animation/rukhanka-ecs-animation-system-241472?aid=1101l9vRP
8. Third Person Camera for DOTS - assetstore.unity.com/packages/tools/camera/third-person-camera-for-dots-256851?aid=1101l9vRP
9. Doozy UI Manager - assetstore.unity.com/packages/tools/visual-scripting/doozy-ui-manager-249738?aid=1101l9vRP
10. Modern UI Pack - assetstore.unity.com/packages/tools/gui/modern-ui-pack-201717?aid=1101l9vRP
11. Damage Numbers Pro - assetstore.unity.com/packages/2d/gui/damage-numbers-pro-186447?aid=1101l9vRP
12. Odin Inspector and Serializer - assetstore.unity.com/packages/tools/utilities/odin-inspector-and-serializer-89041?aid=1101l9vRP
13. BlackBox for Prefabs - assetstore.unity.com/packages/tools/utilities/blackbox-improved-prefab-workflows-274430?aid=1101l9vRP
Timestamps:
0:00 - Introduction
1:48 - Starter Project
5:13 - Terrain Management
6:17 - Building Buildings
7:33 - Pathfinding
9:06 - DOTS/ECS Animations
10:40 - Camera Controller
11:35 - User Interface
15:25 - Improving Dev Experience
17:44 - Final thoughts and wrap up
This video is sponsored by the Unity Asset Store and links included in this description are affiliate links, meaning I may receive a small commission if you do decide to purchase any of these assets. Thank you for your support!
Переглядів: 2 414
Відео
I'm Hosting a DOTS Game Jam!
Переглядів 7902 місяці тому
📌 Link to Jam Page: www.tmg.dev/dotsjam1 📌 UA-cam Memberships: ua-cam.com/channels/X4VrxYV1G9m7s5b5HbYuPw.htmljoin Patreon: www.patreon.com/TurboMakesGames 💬 Join our Discord community: tmg.dev/Discord 💬 💻 My Game Development Setup: tmg.dev/GameDevPC 💻 📸 My Camera Gear: tmg.dev/CameraGear 📸 🎮 Let me know what other topics you want to learn about 🎮 🌐 Find Me Online! 🌐 📄 Blog: tmg.dev 👨💻 GitHub:...
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Переглядів 8 тис.9 місяців тому
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Переглядів 14 тис.11 місяців тому
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Unity ECS Got Some Upgrades - Let's Talk! [DOTS 2023]
Переглядів 4,3 тис.11 місяців тому
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I Made an RTS Game with Unity DOTS + ECS
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I Made an RTS Game with Unity DOTS ECS
Playing the SCARIEST #MadeWithUnity Game - [WR Speedrun]
Переглядів 672Рік тому
Playing the SCARIEST #MadeWithUnity Game - [WR Speedrun]
When Should You Split Entities? Unity DOTS Dev Answers - Live Stream Clip
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When Should You Split Entities? Unity DOTS Dev Answers - Live Stream Clip
What does the Burst Compiler Do? Unity DOTS Dev Answers - Live Stream Clip
Переглядів 1,6 тис.Рік тому
What does the Burst Compiler Do? Unity DOTS Dev Answers - Live Stream Clip
What are SORT KEYS in Unity ECS? Unity DOTS Dev Answers - Live Stream Clip
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What are SORT KEYS in Unity ECS? Unity DOTS Dev Answers - Live Stream Clip
Complex Entity Relationships in Unity ECS - Live Stream Clip
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Complex Entity Relationships in Unity ECS - Live Stream Clip
Why Use Unity DOTS? Unity Developer Answers - Live Stream Clip
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Why Use Unity DOTS? Unity Developer Answers - Live Stream Clip
Unity DOTS Dev on AI Navigation - Live Stream Clip
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Unity DOTS Dev on AI Navigation - Live Stream Clip
Unity DOTS Dev on ECS Animation Options - Live Stream Clip
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Data-Oriented Input in Unity ECS - DOTS + Input System 2023
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Data-Oriented Input in Unity ECS - DOTS Input System 2023
Should You Use DOTS in 2024? (plus what is Unity ECS)
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Easy Pathfinding for ECS and MONO [Agents Navigation Asset Review]
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Easy Pathfinding for ECS and MONO [Agents Navigation Asset Review]
Unity DOTS/ECS is FULLY RELEASED!! ( i think... )
Переглядів 8 тис.Рік тому
Unity DOTS/ECS is FULLY RELEASED!! ( i think... )
Thank you for this great DOTS tutorial ! Aspects seems to be removed in futur version. Could you plan to update your website to manage this change ?
I got to the 55:55 timestamp without a hitch, but for some reason I get the cryptic error trace of: "The entity for NetworkConnection[id0,v1] (Entity(258:1)) has been incorrectly disposed in 'ClientWorld'! You should never dispose the connection entity yourself! Instead, call Disconnect on the driver with it. Manually disconnecting it for you now. UnityEngine.Debug:LogError (object) Unity.NetCode.NetDebug:LogError (Unity.Collections.FixedString512Bytes&) (at ./Library/PackageCache/com.unity.netcode/Runtime/Debug/NetDebug.cs:333) Unity.NetCode.NetworkGroupCommandBufferSystem:PatchConnectionEvents (Unity.Entities.SystemState&) (at ./Library/PackageCache/com.unity.netcode/Runtime/Connection/NetworkGroupCommandBufferSystem.cs:157) Unity.NetCode.NetworkGroupCommandBufferSystem:OnUpdate () (at ./Library/PackageCache/com.unity.netcode/Runtime/Connection/NetworkGroupCommandBufferSystem.cs:98) Unity.Entities.SystemBase:Update () (at ./Library/PackageCache/com.unity.entities/Unity.Entities/SystemBase.cs:418) Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at ./Library/PackageCache/com.unity.entities/Unity.Entities/ComponentSystemGroup.cs:723) Unity.Entities.ComponentSystemGroup:OnUpdate () (at ./Library/PackageCache/com.unity.entities/Unity.Entities/ComponentSystemGroup.cs:681) Unity.Entities.SystemBase:Update () (at ./Library/PackageCache/com.unity.entities/Unity.Entities/SystemBase.cs:418) Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at ./Library/PackageCache/com.unity.entities/Unity.Entities/ComponentSystemGroup.cs:723) Unity.Entities.ComponentSystemGroup:OnUpdate () (at ./Library/PackageCache/com.unity.entities/Unity.Entities/ComponentSystemGroup.cs:687) Unity.Entities.SystemBase:Update () (at ./Library/PackageCache/com.unity.entities/Unity.Entities/SystemBase.cs:418) Unity.Entities.ScriptBehaviourUpdateOrder/DummyDelegateWrapper:TriggerUpdate () (at ./Library/PackageCache/com.unity.entities/Unity.Entities/ScriptBehaviourUpdateOrder.cs:523)" If anyone happens to scroll by this and knows what's wrong then do let me know. Creating a server and then connecting to it works well so I can continue as that's my use-case anyway, but this is a cryptic error that doesn't reference any of my code that I mostly ripped from this tutorial series anyway.
Looks like golang, i like it
Thanks!
Thank you so much for the support!!
Great episode! I am really looking forward to working with Odin! ❤
hero
dislike because not all information available as title suggest.
Hi, have you found solution for cinemachine collider interaction with entity collider?
In that case, you'd need to make sure your target entity has its own entity collider then you can code the interactions with other objects how you like. Right now there is an asset on the asset store that handles all these cases right out of the box - assetstore.unity.com/packages/tools/camera/third-person-camera-for-dots-256851?aid=1101l9vRP
@@TurboMakesGames nah im talking about the camera interation with other entity objects such as walls, ground, props etc. since the physics are different, the camera collider are clipping through entity objects
Thanks bro!
Alongside a bit of messing around, you could just about get an EDF clone out of all these. Which is one of my dream games to develop. Thanks!
That sounds like a ton of fun to make 😀
Thanks for the video, good trick. The name is just Hakan :)
Haha okay sounds good 😁
"A fool and his money are easily parted." Such shameless affiliate marketing. Mark my words: These assets won't do you any good. -- I want to apologize for the sake of humanity about this guy convincing you to waste your money. Leave Unity while you can before the whole company folds. This guy knows better than to sell you on this stuff. Before purchasing, demand that either he makes a game with it first, or assert that he stop pretending it's so easy. Such a half-baked video to grab a few pennies of your hard-earned money. :(
Sad
*That Runtime Fee tho...* 😅
You mean the one you don't need to pay until you make $1 million and sell 1 million copies?? What about it?
@@TurboMakesGames Yeah, the one that makes you *rethink aiming for success with a free game (that monetizes through in-game sales)... 😅 (It's a joke; they just want you to choose the 2.5% and shutup about the dishonesty/ lack of clarity regarding "initial engagements to date" 🤣👌).
With microsplat can you edit the mesh with terrain tools directly? Or do you have to reconvert the mesh every time you raise/lower/paint and then replace the mesh in the subscene?
My understanding is that you'd need to reconvert the mesh anytime you make changes to the base terrain
Thanks!
Thank you so much for the support!
its stuck on building scenes 0
How does the project know which "PhysicsCategoryNames" asset to use? I don't see a setting under physics or entities.
Good question - I've never really had a need to use multiple Physics Category Name assets. I just tested and I have multiple in the project and in the Physics Shape authoring component, a warning is shown in the editor stating that multiple Physics Category Name assets are present - it appears to be using the most recently created asset. But ultimately it is just a label to help with development and doesn't affect behavior of the game.
@@TurboMakesGames We use these categories in collisionFilter, so how does it not affect behaviour? Or do you mean the filter is always the bitmask, and this asset is only mapping a label to each bit? and that's why it doesn't matter?
@@hakanviajando Yes, that the filter is a bitmask - so of course it could lead to some unexpected behavior if you created a 2nd asset part way through development that directly conflicts with the 1st asset and you didn't go back to change your original entities.
Are you using Rider?
@@hakanviajando yes I am!
Great overview thx :) Reading about the Damage Numbers Pro asset and trying out their demo I don't se DOTS mentioned. So I have a question as to how you use this package best in a DOTS game? (We have thousands (potentially) of enemies (GPU ECS Animated ones ;) receiving damage at the same time and would like to display damage numbers). thnx again for making great content!
With Damage Numbers Pro, you'd still need to use either a managed component or a UnityObjectRef<DamageNumber> and spawn through that managed reference. You should just be able to have one singleton of these components for each style of popup you'd like to have.
@@TurboMakesGames I bought it and will try out various options thnx :)
Regarding MicroSplat Ultimate Pack - when creating this video, I failed to realize the Ultimate pack doesn't come with additional asset packs required for MicroSplat to be compatible with URP and HDRP (if you are using entities graphics, you must use one of these SRPs). So you will need to purchase an additional $20 asset pack specific to the Unity version and SRP you are using. My apologies for overlooking this fact. If you don't need all the bells and whistles of the MicroSplat Ultimate Pack, you're best bet is to get the free MicroSplat Core Module ( assetstore.unity.com/packages/tools/terrain/microsplat-96478?aid=1101l9vRP ) and the SRP conversion pack specific to your project. I would also recommend picking up the MicroSplat Mesh Terrains pack ( assetstore.unity.com/packages/tools/terrain/microsplat-mesh-terrains-157356?aid=1101l9vRP ) which converts terrain objects into regular meshes which can be rendered with Entities Graphics and used as mesh colliders in DOTS Physics. The Mesh Terrains pack is included in the MicroSplat Ultimate Pack. Happy Deving!!
i dont get the value of having a Third person camera for dots. maybe you could clear things up by elaborating it use case? I know you have made a video about it before, but that is base on the TPS functionaity. My biggest concern is, why dots for this camera? what value does it adds when using dots for TPS camera?
The primary benefit of the DOTS TPS asset is compatibility / ease of use with an ECS-based project - it gives a number of camera types with good features that you can drop right in to an entities project. Performance isn't much a concern for something like this, but it does have options for collision checking which while not expensive, isn't free either, so it is nice to have that utilize jobs/burst. I wouldn't think of it as DOTS for a camera, more a camera for DOTS.
Cities Skylines 2 is actually made with DOTS and ECS. I was so happy when i found that out so I could make mods with it.
So cool right?!?
So just to confirm: the microsplat terrain tools work with DOTS? Unity standard terrain doesn't work with DOTS, I've had memory leak problems with Orbis, and have been relying on Probuilder for my terrains at the moment.
In short - yes. Microsplat takes in terrain from various input sources (i.e. unity or created in another program) and you convert it into a microsplat compatible terrain. The microsplat core module is free to use, however it is still using Unity terrain components. Microsplat does offer a paid asset pack (called Mesh Terrains and it comes with the ultimate pack) that converts this terrain into a standard mesh, which can be rendered with entities graphics and used as a DOTS mesh collider. One thing I failed to realize when making this video is that the microsplat ultimate pack does NOT include an additional package required for rendering microsplat terrains with SRPs (only works with built-in by default). So if you don't need many of the extra features that come with the ultimate pack, your best bet would be to get the free microsplat core module, $20 for Mesh Terrains and $20 for the SRP conversion pack (be sure to purchase the correct version for the version of Unity and SRP you are using). I should also mention that you can in fact generate ECS compatible terrains from regular unity terrains using the TerrainCollider.Create() method, but it is a bit messy. You can search around online for some resources on this (though info is a bit sparse right now). Hope that helps!!
Hey does anybody know how to connect unitys server multiplay to netcode for entities?
I haven't yet gone through the process, but it shouldn't be much different than any other game - I'm assuming you upload a server build and configure the clients to point to it - of course there is much more nuance than that, but documentation and forums for unity services should help fill in the gaps.
@@TurboMakesGames unfortunately i didnt find any documentatition the only thing there is the mega city sample which is a bit confusing
this is super helpful thank you!
So glad to hear it, all the best!
thank you for this content
Of course, glad you enjoyed 😀
Hy I know this isn't directly connected to the video but were you maybe thinking about making a video in which you show how to setup a dedicated server for netcode for entities... I see a lot of people including myself struggling with that (there is the metro mega city game sample however that is a bit to complicated without an explanation as it is just code) , thank you very much for any information on the topic.
Appreciate the idea for a topic - I'll look into it and see if there is anything there. Just to clarify, are you referring to just a dedicated server build to test with on a local network, or actually show how to integrate with online networking services?
Thanks again for hosting the Jam, it was a great learning experience for me! I couldn't join for the reveal but congratulations to everyone who participated! To the questions posted during the reveal, I spent about 80hrs on my submission, mostly on weekends and evenings. I don't have any plans for my game currently, but I did upload an enhanced edition which includes the things that I didn't have time to finish or get working during the jam. Mostly tweaks to the UI and a second playable ship class.
Nice! Was epic participating, too bad I was busy during the reveal! Congrats to all the participants ^^
the "you should cache and use update" lookup creation warning is indeed when using the system state instead of SystemAPI. I feel relieved and dumb at the same time ! Thank you for pointing out.
How do you dispose of the BlobAssetReference? My implementation leaks from the baking process. I tried storing the references in dynamic buffer on the curve controller and have a system dispose of them system destruction but it not working for me.
Phew! Thank GOD there was no wall running or double jumping, that would’ve ruined the game for sure!
PHEW! Thank GOD there was no wall running or double jumping, shit would’ve ruined the game for sure!
Is it work with Built in?
I wanted to join, but I couldn't because I had comicon that week.
Is there any plan to release a tutorial on integrating Netcode for Entities with the Steam Network? I've been searching for a long time and haven't found anything.
So long video for so simple thing
i dont even know how to build a project, otherwise i would join :(
Great Video I just kinda wished it has more code explanation like in 12:04 especially with ecs parts
Can blob assets be used as lookup tables where a value is paired to a fixedstring key and can be retrieved using the key?
I noticed there aren't any [BurstCompile] annotations. Are they not necessary in some situations or did you just not add them because of time constraints?
No more soyak face plx
Are you implying he looks like soyak?
@@hotclaw Wdym implying, he literally makes the soyak face for the thumbnail
How to approach the issue of creating particles or sounds based on colloids in DOTS? Because we do not have access to field management in jobs
hybrid, i think so :D
Is this code available?
for some reason it displays only 3 and 1, not 2. I tried it with 6 and it went 6 4 2 1.
This was really informative for such a short video, I think it's gonna help a lot with my current project. More so than more on topic tutorials, even. Thanks for making this! :D
I am still questioning the validity of this video due to having floral-print furniture...
Many thanks, Johnny. Very good introduction to the new DOTS in Unity. While having a bit of experience with C# but not much with Unity, I think I will use the opportunity to get started learning it with DOTS in mind. I like the idea of data driven design. Looking forward to learn more from your fantastic content. Thank you for doing this.
Thanks so much for playing and showcasing our games, Turbo. It was a joy to watch after all the hours tilling code and stressing over features. That moving level of Tic Tac Noo is indeed solvable. : ) Wish I was available during the stream to kibitz like all the other helpful devs.
@@drewcastalia6372 that was a tough one! I want to go back and see if I can figure it out and check out the other levels too