Please note that this document is a work in progress, and will be expanded in time.
- Preface, “Why?”
- Required Packages
- Platform Packages
- Builds
- Entity-Component-Systems
- In the Editor
- Capturing Trigger Events (Physics)
- Camera Following an Entity
Unity is in the midst of a transformation that will fundamentally change the way games are written. While those changes are not in the mainstream distribution of the engine, it is imminent. This document aims to consolidate and summarise information on the requirements and use of this new Data-Oriented Technology Stack, and serve as a reference for project setup and development in the future.
It is still a good idea to learn the “classic”, object-oriented approach taken by the current series of learning materials that Unity provides. Much of the programming, concepts and techniques will still be useful and will still be necessary with some changes.
I make frequent reference to my efforts to rewrite the “Rollaball” Unity tutorial project to make use of DOTS. You may wish to inspect that project yourself at OliverMead/Rollaball-DOTS.
Installing the DOTS packages requires opening the Package Manger within the
project (Select Window > Package Manager
), then add by name (select from the
drop-down “+” menu). Enter the following package names (one at a time):
com.unity.entities
com.unity.rendering.hybrid
com.unity.dots.editor
com.unity.physics
← The re-implementation of the physics engine built on DOTS
These packages are marked experimental, so be sure to save often and make use of good version control practices. Be sure to push changes to the remote repository often, and use branches when writing and testing new functionality before merging with parent branches.
As noted in the entities documentation, Domain Reload occurs when entering play
mode within the editor, and is especially slow when using DOTS. To disable this,
enable the ”Enter Play Mode Settings
” checkbox in the Editor
section of the
Project Settings, while leaving its child options unchecked.
It is also necessary to install the DOTS based platform packages for Unity (The default tool-chains will not be replaced by default).
Install, in the same way as above, the com.unity.platforms.<platform>
packages,
where <platform>
is the desired target, for example I will install
com.unity.platforms.linux
and com.unity.platforms.windows
to produce binaries
for Linux and Windows.
Building through the standard File > Build and Run
or <ctrl+b>
will not work
with DOTS. You must create a “Classic Build Configuration” for each target
platform through the asset manager:
+ > Build > <Platform> Classic Build Configuration
From now on you must build the project by selecting this configuration and using the options shown in the inspector.
Be sure to add the game’s scenes to the Scene List of the build configurations you create, as these will not be inherited from the regular build manager. You should also add a Live Link component in order to use that functionality of the editor.
In the standard OOP model of game development, functionality is tied to
individual instances of objects. Each Monobehaviour (the class that from which
all standard scripts inherit) has its own Start()
, Update()
, similar and
accompanying methods. The engine will run all of these sequentially.
In this model, each game object is treated as a collection of data (the entity), with this data organised into “components”. These components are like a struct in C, they are mutable collections of data, they do not normally have their own functionality (methods).
It is the job of a System
to read and transform the data of the entities. For
example you may have many entities with a Character
component, each with an
hp
variable. This will include all players, enemies and NPCs. Characters may
be poisoned during the game, adding a Poison
component to their entity. This
component will contain a value float rate
to determine how much damage to deal
each second, and a float duration
to determine how long the character will be
poisoned for.
You may define a StatusSystem
, which manages status effects (in this case
poisoning). It will operate on all of the entities with a Character
and a
Poison
component, and update the hp
variable based on the data related to
the poison.
What will this look like?
We write Character.cs
as a struct inheriting IComponentData
.
using Unity.Entities;
// This tag allows us to set the fields in the editor like with a MonoBehaviour
[GenerateAuthoringComponent]
public struct Character : IComponentData {
public float hp;
}
Poison.cs
will also inherit IComponentData
, but we don’t need the authoring
component (since it would be added at runtime).
using Unity.Entities;
public struct Poison : IComponentData {
public float rate;
public float duration;
}
Finally the StatusSystem
, whose OnUpdate()
method will perform the
transformation of data. This benefits from parallel execution through the C# Job
System.
using Unity.Entities;
using UnityEngine;
public partial class StatusSystem : SystemBase {
EndSimulationEntityCommandBufferSystem m_EndSimulationECBSystem;
protected override void OnCreate() {
base.OnCreate();
// This is how we make changes to the EntityManager within a job
m_EndSimulationECBSystem = World
.GetOrCreateSystem<EndSimulationEntityCommandBufferSystem>();
}
protected override void OnUpdate() {
// only local variables are captured in the lambda unless otherwise specified
float dT = Time.DeltaTime;
// create an entity command buffer suitable for parallel scheduled jobs
var ecb = m_EndSimulationECBSystem
.CreateCommandBuffer().AsParallelWriter();
Entities
.WithName("Apply Poison Damage") // The name for the job (optional)
.WithAll<Character, Poison>() // Only iterate over poisoned characters
.ForEach(
// define the lambda that transforms the data
(int entityIndex, ref Character ch, ref Poison poison, in Entity entity) => {
ch.hp -= poison.rate * dT;
poison.duration -= dT;
if (poison.duration <= 1) // remove the poison component if it has expired
ecb.RemoveComponent<Poison>(entityIndex, entity); // using the Entity Command Buffer
})
.WithBurst() // free performance enhancement from the 'Burst Compiler'
.ScheduleParallel();
// Tell the system what we need
m_EndSimulationECBSystem.AddJobHandlerForProducer(this.Dependency);
}
}
Some keywords are used in the lambda definition that relate to C#’s implementation:
ref
creates a mutable reference to the given argumentin
creates an immutable reference to the argument (here we are not modifyingentity
, only passing the reference to theEntityCommandBuffer
in order to remove the component)
In the Unity Editor, create objects and materials as normal. You can still use
prefabs, but some unity components (separate to DOTS Components) should be
exchanged for their counterparts in the new packages. The packages expose DOTS
Components to the editor in the form of an Authoring Component, a
MonoBehaviour
which tells the editor how to create the Component based on the
settings you give the inspector. In the concrete example, I used the
[GenerateAuthoringComponent]
tag to generate this MonoBehaviour automatically,
but you can also define your own - it must implement IConvertGameObjectToEntity
as well as extending MonoBehaviour
.
The old physics system is not compatible with DOTS, that means unity components like Colliders and RigidBody are not to be used.
The counterpart to Colliders is the Physics Shape
authoring Component.
Add it to the GameObject, set up the shape of the collider, and set the
collision response behaviour (Collide or trigger normally suffice).
This authoring component replaces RigidBody. Set the Motion Type appropriately for the object:
- Dynamic - standard RigidBody behaviour
- Kinematic - like RigidBody with the
isKinematic
flag checked - Static - The object does not move
Unity has a very useful input package (com.unity.inputsystem
), which lets the
developer define simple methods like OnMove(InputValue)
to create gameplay.
One fatal flaw is that it is (at time of writing) fundamentally incompatible
with entities.
The (almost criminal) workaround I have found is to create an “InputProxy” empty
game object, which will not be converted to an entity, and apply the Player
Input component to that empty. Then attach an InputProxy MonoBehaviour to the
empty, having all the callback methods store the movement data in the fields of
a static class (in my case named InputCapture). You can then use that data within a
player movement system (see the UpdateLocation
method).
While the linked examples are limited to only movement data, this can be expanded to include more data as per your requirements.
I encourage any person reading this, who knows of an easier way to go about combining DOTS and the Input System, to submit a pull request or otherwise contact me.
Capturing trigger events using standard Unity’s Colliders is simple:
- Mark the trigger object’s collider to be a trigger
- Add a collider to the object you’d like to have react to the trigger
- Define the
OnTriggerEnter(Collider)
method in a MonoBehaviour attached to that object.
DOTS affords us no such luxury or convenience. It is up to the developer to
define a job to respond to TriggerEvent
occurrences. This is rather complex,
but the setup code is readily reusable. I will be referring to CollisionSystem.cs
in the Rollaball-DOTS project. As noted at the top of that file, it is adapted from
a Physics sample provided by Unity Technologies, which you may also wish to inspect.
TriggerEvents are not stateful. Therefore we cannot determine, simply by inspecting the event, whether the Colliders first intersected on the current frame or on any frame previously.
So I define an enumeration - EventOverlapState
with fields Enter
, Stay
and
Exit
- and a structure StatefulTriggerEvent
, which will have all the same
data as a TriggerEvent
, plus a field holding the state.
This structure will be used with a Dynamic Buffer Component (glorified list
associated with an entity) later, so it implements IBufferElementData
, and
will need to be compared against other instances, so implements
IComparable<StatefulTriggerEvent>
.
Event types have their own Job Interfaces. Create an implementation of the right interface, schedule it at the appropriate time, and it will “receive” events.
The CollisionSystem
in this example has a member structure
CollectTriggerEvents
implementing ITriggerEventsJob
. The Execute
method
creates a StatefulTriggerEvent
from the given event, and adds it to the list.
It is the role of the surrounding system to schedule this job and make use of the events it captures.
TriggerEventBufferAuth is an authoring component which will give a GameObject’s
entity a DynamicBuffer<StatefulTriggerEvent>
component, which the developer
will access in the same way as other components, and iterate over in the same
way as a list. Once an entity has this component, the CollisionSystem
will
update the buffer every frame with the data of any TriggerEvents
involving the
entity.
It is important, so that no events are missed, that any system which reads this
buffer be updated every frame (by using the [ExecuteAlways]
class attribute),
and perhaps after the physics systems (by using the
[UpdateAfter(typeof(EndFramePhysicsSystem))]
class attribute), but I am not
sure this is necessary.
To summarise this system, it performs the following operations:
- Clear all trigger event buffers (see the job that has
.WithName("Clear_Trigger_Event_Buffers"))
- Move current frame triggers to previous (see
FrameStartEventMove()
inCollisionSystem.cs
andSwapTriggerEventStates()
in the Unity sample, their definitions are the same). - Collect trigger events for the frame (creating the job instance as
teCollectJob
and scheduling it) - Collect entities with a trigger event buffer (job assigned to
collectBuffers
variable) - Update the States of the trigger events and add the trigger events to the
respective buffers (both part of the job named
"Convert_Trigger_Event_Stream_to_Dynamic_Buffers"
).
The real question here is: how do you make a GameObject follow the translation
of a given Entity? See FollowEntity. This is a MonoBehaviour which keeps a
reference to the Entity Manager, and a copy of our desired entity (remember the
entity is only a key to look up component data, so it is passed by value). The
LateUpdate
method can then update the GameObject’s transform in much the same
way as it would if it were following another GameObject.
The difference here is that you cannot assign an entity to follow within the
editor like you would a GameObject. Instead, create an authoring component (here
ObjectFollowAuth) for the entity you would like your GameObject to follow,
assigning the follower
field within the editor. This script will add the
FollowEntity
MonoBehaviour to the follower, setting the correct Entity
field.
Using Cinemachine is possible in this way by creating an empty GameObject, which will be the follower of the entity. Then set this empty GameObject as the follow target and look-at target for the Cinemachine virtual camera.