Okay, now I’m confused. What is the animation team actually doing? Because when we ask them why they’re not fixing long-standing problems with the Animation component, or the Animator component, or with Playables, the answer is “we’re working on DOTS animation!”. So what’s the deal here?
Please please please post more often, having radio silence is incredibly frustrating and disheartening. DOTS is fantastic, and having better communication would be amazing.
I’m not sure if this is the place to share feedback or not but the situation to me looks like this
Animation and Navigation which one is needed on almost all games and the other on many are hard to integrate from GameObjects and we need to either have an easy way of integration or much more info on their status. There is no reason that other companies like Microsoft can share lots of more info on say .NET Core and its releases and you guys at Unity cannot. They are a poblically traded company which has delays too. If navigation and path finding and audio work as seemless as managed vfx and text mesh components, that is in the level of acceptable but doesn’t reduce the need for transparency.
We need to trust unity will deliver and do not postpone them a very long time or at least know why it is being delayed in order to be able to rely on dots and invest in it as a technology. I’m saying this as someone which built prototypes of our pre-production of our game in DOTS because I thought that roughly speaking from MegaCity to usable engine it is 2 years or so if unity puts a say 30 person strong team with a clear direction on it. We even built an AI framework with editor windows and everything because we thought eventually we will get DOTS animation in GDC 2021 or 6 monthls later and hopefully navigation too and will use hybrid for the rest.
The thing is that you are of course free to change direction and it is not like I don’t understand that you need all of your userbase to come with you in this and … but you need trust and we need info and deliver for this to have a chance of taking off properly. Otherwise I guess those of us indies at least who are trying to make more open world/sandbox style of games for PC have to look elsewhere into custom development/UE5. I hate that I sound like this as a unity user since 2.5 beta on windows and as someone who had really high hopes of coding revolutionary game mechanics without the pain of making my own job system in C++ and a custom engine. It is doable in unity now yes but integrating that code with the rest and the amount of glue code required seem to be much and well we are just 3-4 programmers in the team.
Please consider providing much more details on what is going with the hybrid model, how much easy to use it will be and when can we expect navigtion and animation roughly speaking and not release dates, just like what most other sensible software companies do. I understand that there weill be delays but delays with descriptions are acceptable up to a certain points and a few lines above the posts/roadmaps/whatever would save your rear end legally too so I don’t get why this should continue like this. The current roadmap is essentially mostly list of things which will be released in the next 3-4 months in 1.0 (based on your previous post at december which said Q2 i guess).
The difference between Mike Acton’s 2016 talk on building the future of unity which enables us to do a lot of what AAA are doing without having massive teams and his overall silence and the current situation is like the difference between day and night. Unity has many smart, industry leading people which have been in big studios for yours and I’m sure you guys can figure how to do this proper, the only thing i cannot figure out is why this is taking this long and why the communication is like this.
P.S This si a very short video of the utility AI we built just to show that We really are invested in this (continuing our prototypes mostly with MB at he moment TBH however).(102) NoOpArmy.AI DOTS Utility AI introduction - YouTube We wanted to put this on AssetStore too and we probably still will after 1.0 if we ourselves continue this path. Otherwise probably for now needs to become an ECS independent burst and jobs based utility AI system for us to continue pre-production and hopefully find the fun and see how things will go.
Adding on top of what Ashkan_gc said: I was really, Really REALLY excited for 0.50 thinking it would bring DOTS Visual Scripting up to bar with entities 0.50, but finding out that DOTS VS & DSPGraph & DOTS Animation were already ‘halted’ until after 1.0, it was a Real Disappointment. As you can guess, I’m not a coder myself, I suck at it, so I fully depend on Visual Scripting on my projects’ coding journey … but as it’s halted until after 1.0? I guess I will still wait for another 4+ years …
Thanks for the update! I waited 1.7 years for this. v0.50.0 needs some fixes, but it looks very promising!
I just want to know why it’s not possible to get some preview animation package before 1.0. This is such a pain to use mecanim in 2022 and even more painfull to use it with hybrid DOTS.
Is it planned to add any features to support large scale open worlds? Like double precision physics and transforms, floating origin or chunked world?
Q2 currently is about 0.51 not about 1.0
Excuse my noobness, but what is the “recomended animation system”?
Mecanim. Like it says in your quoted answer.
Any news ( not seen anything in the roadmap) about the disable/enable entity component ?
There was a lot of talks about it before the refactoring of 0.50 but nothing now.
It is always planned or concidered ?
I would very much like to hear info on this as well.
That is slated for 1.0 as per Joachim’s response here . Pasted below for ease.
Wow, good news!
I’m still learning ECS and the way it works in unity, hopefully, I’ll get better before 1.0 ![]()
Or just wait: 1.0 should have example projects and since the architecture has changed so much all tutorials on it are outdated rn
But ECS is already been integrated in unity 2019, right?
Or they will change it too?
Relevant profile picture.
Hi Unity ![]()
Thanks for Entities Package progress ![]()
I have one question about direction.
Do you have plans to create entities API that will not try to rewrite our code from closure state to efficient jobs but use it as is?
May be some job methods with attributes or something so SourceGenerators will generate only code boilerplate and we will have full control over actual game logic code by default, not only by writing and scheduling jobs directly.
Brilliant work!
I smell DOTS is back to main course this year finally, after last 2 years of scratching and tickling. And 1.0 is way clearer and concrete than I though.
Although I still have some queries and expectations:
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Entities users are probably unable to use 2021.3 when it comes out, right? (I really hope
minor updatewon’t last to the second half of the year) -
For those who already deeply integrate with DOTS Animation, will there be any problem when upgrading to 1.0?
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What is the recommended navigation system and audio solution for official Entity 1.0?
Have a great GDC, guys.
You won’t be able to use DOTS animation with 0.50 or 1.0. It will only become available some time after 1.0 again. You must keep using Mecanim in the meantime.
A navigation system / audio solution will also only be worked on after 1.0 is released. So you’ll have to use the existing ones.