Why you should AVOID parenting in Unity ECS

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The Hot Path Show Clips

The Hot Path Show Clips

5 ай бұрын

Clip taken from The Hot Path Show ep. 2 - • DOTS Transform System ...
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Пікірлер: 11
@lemetamax
@lemetamax 4 ай бұрын
Very interesting. I was going to reorganize the entities hierarchy by putting all instantiated entities into a patent but....that's not gonna happen now😂 rip ocd
@HotPathShow
@HotPathShow 4 ай бұрын
Yeah it would be kinda nice if there was like a folder hierarchy you could use that wouldn't affect parenting transforms or anything
@lemetamax
@lemetamax 4 ай бұрын
@@HotPathShow I'm really glad I stumbled upon this video because I've been drowning in the happiness of DOTS because of its super awesome performance even on an android phone! And my game is progressing pretty well so I wasn't ever thinking of profiling.
@horeaper
@horeaper 5 ай бұрын
Video compression makes the text really hard to recognize. It is fine for this particular episode since everything is well explained in voice. But in the future you may need to adjust the editor window's size when recording/streaming.
@HotPathShow
@HotPathShow 5 ай бұрын
I know, it is super unfortunate. I've been trying to work with the company who provides our streaming software to give us more bitrate for streaming, but in the more recent episodes we've been increasing our display zoom so text is a bit more legible
@joe72110
@joe72110 19 күн бұрын
Hello, Does it also affect static objects? What I mean is when designing a level, with many objects, having them all in the root of the scene would be messy but if parenting them just for the sake of cleanliness has a cost, isn't there a way to tell unity not to transform the children with a the parent, which would have an identity matrix anyway?
@Chrispins
@Chrispins Ай бұрын
I'm trying to make a ship building game so I feel like parenting lots of entities is a little unavoidable... but I wonder if a custom parenting system could be more efficient? Of course I'm not really expecting 62,500 child entities per ship lol, more like a few hundred each.
@HotPathShow
@HotPathShow Ай бұрын
In the latest experimental version of ECS (version 1.3) the changelog does mention some improvements to the use of threads for calculating child entities, though I need to do some experimentation with it to see if it actually solves this issue...
@Chrispins
@Chrispins Ай бұрын
@@HotPathShow Nice! Good to know they're looking into it at least. I did some experimenting myself in 1.2.3 and as you might have expected it did at least schedule jobs on separate threads when many multiples of different entities had a few children each.
@ZeliosAriex
@ZeliosAriex 3 ай бұрын
Crazy... very crazy :o
@garrysimpson849
@garrysimpson849 4 ай бұрын
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