Experimental Entities 0.50 is Available

I just tested it, I installed 2020.3.34 and I have the same issue as inSIght01.

Updating in the package manager Newtonsoft Json to version 3.0.2 (Newest one) fixed the issue.

Is there any chance that the entities authoring tools team (forgot the exact name) considers reusing the “prefab overrides” approach instead of this new 2/3 inspector modes we will have to keep changing for editing/testing stuff on runtime??

I mean, the presentation above demonstrates how easy it is to forget in which mode u are and change things u didn’t want. Specially when coming from years and years of the “play mode changes don’t stick” workflow.
Yeah, editing an asset during play mode sticks, but that’s because u are not editing an scene you are editing an inherently “offline”/non-play-mode element and that’s actually consistent.
So my point is, when changing things in a scene/sub-scene in play mode, changes are added to the classic “overrides” menu “a la prefab”. If we really want to keep some change, use the menu to save it. Pretty much how all software has worked from the beginning of times “edit then save”.
I think it would not only be more intuitive and less error prone but also more consistent with existing unity and non-unity workflows.

Heck, I’d love to have that for regular gameobjects too, idk why we could never have what is basically a “save” button, specially when u consider that the tech/code required for implementing it is already there.

What would be the package version to use? (it doesn’t say in the docs and the link to the package in the docks goes to a broken page

8141912--1057049--upload_2022-5-19_19-11-9.png

@adammpolak 0.50.0-preview.4
Entities already references said package, so you shouldn’t need to do anything special.

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Did you edit link by hand?
It displays 0.60, no such version yet.
Just use the link that you quoted.

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It used one of the @latest URLs which mysteriously points to 0.60 instead of the published 0.50.

https://docs.unity3d.com/Packages/com.unity.entities@0.50/manual/ecs_building_projects.html
https://docs.unity3d.com/Packages/com.unity.platforms@latest
Try it yourself!

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Interesting :slight_smile:

I’ve upgraded to 0.50.1-preview.2 and followed relevant upgrade steps, but still find myself with these errors at the end of the process.

I’m using Unity 2021.2.7f1 (which has been working fine with ECS) and was hoping to upgrade to 2021.3 soon.

Is the error being caused by me using an unsupported Unity version (I saw one user mention that 2020 is intended above)? Is support for 2021 LTS expected to arrive “soon”? Or any other ideas re how this error can be resolved?

EDIT: I see here that 2021 LTS support is planned for 0.51, all good! Experimental Entities 0.50 is Available

I really wanted to start playing with ECS, but I’m not finding any good examples of how to get started with it.:frowning:

Is there any documentation on where to start, or more recent examples of how I can use it? (0.50)
Or would it be better to wait until the 1.0 release to start using it in production:eyes:

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Entities manual is pretty good to start with.
https://docs.unity3d.com/Packages/com.unity.entities@0.50/manual/index.html

There’s general concepts on how things work with fresh code examples included.

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https://github.com/Unity-Technologies/EntityComponentSystemSamples
(loads here - check out hello cube for the initial how-to’s). Check out physics examples for cars! And so on.

You may find it helpful to buy Rival off asset store. This was a great way to quickly orient, and I don’t see any reason to remove it now!

When initially starting, I kept the package docs for entities etc close by, this forum closer (very helpful crowd in the DOTS forum) and the samples on github. A combination of all those and a couple of weeks was all I needed to really get started.

Ultimately, most of the ECS code you will do is exactly like regular C#. The only real differences are the architecture and pattern (non OOP), how to gather the data you want to change. Once that’s done then the code is all the stuff you know.

Most of my work with this is actually regular C# logic! Nothing funny. It’s just getting to that point can seem initially confusing. If it is, just ask on DOTS forum.

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https://dots-tutorial.moetsi.com/ is for v.17 but it is being rewritten

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There is a reason why many people expect 0.51.
It’s a Unity issue, not an ECS issue.
There are too many features available from Unity 2021.2.
In my case, two things in particular are a problem.

GI (Fake or not) and Mesh shader.

In particular, the ability to edit vertex datas and index data using the compute shader available from 2021.2 is essential for character creation.
In the meantime, you can recalculate the stupid normal calculation of skinning with the Compute shader. without heavy cpu load.

When 0.51 comes out, it seems like a lot of people will re-create their own works. 2022 is still like a dream.

And Unity needs to understand why people have such a hard time accepting ECS.
If DOTS animation had come out first, people wouldn’t have been so confused.
Putting aside the visual part of the game, in the end, the progress of the game consists of motion and physics.
Like it or not, we have no choice but to build an ECS hybrid environment because of animation.

1.0 is required because the architecture is so much better. Personally I need 2022.2 for HDRP 14+ with Entities. That would be an extremely next-gen kind of Unity.

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Out of curiosity, what do you need in HDRP 14 and Entities 1.0 in 2022.2? Looking at the roadmaps for both (HDRP, DOTS), there are not a lot of improvements between 2021 and 2022 in comparision to 2020 to 2021… Post processing shader graph? Water system? Better ui for Entities? These things seem minor compared to the sheer amount of features HDRP 12 has versus version 10, while Entities hasn’t changed that much in two years…

Unity lists a lot of stuff in DOTS 1.0 to make it look like a big upgrade, but almost everything is already in 0.17 and 0.50. Our team has more issues in HDRP 10 than DOTS 0.17 and we’re using both in production on Gen8 and Gen9 hardware. In fact, we have no major issue with 0.17, but some big ones with HDRP like its gigantic memory consumption.

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Can’t speak to HDRP, but I will be pretty surprised if most people consider 1.0 a small change from 0.50 on the dots side. If anything, I’d say the current 1.0 roadmap undersells the changes in master right now compared to 0.50. This is partly because we are traumatized from having oversold entities in the past, and partly because a lot of the improvements are about speed, and we don’t know exactly how much it will speed up each specific game.

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Our world building requires features in HDRP 14. We are using the water, and pretty much everything else including the upgrades to DX12 performance in 2022.2.

This was the reason I had to expect 1.0 if I am using 2022.2.

Keep up good work. At least for me dots 1.0 release is quantum leap improvement. Btw I have some feedback and question.

  1. I would like to get almost the same performance at editor compares with real build. Since those safety check also bursted I expect it will improve editor performance significantly. Another issue I discovered why the editor is slow is caused by editor only use CPU up to 50% like that and not able use more than that.
  2. When can I expect when dots AI related packages like dots behavior tree, dots utility ai and dots navigation will be available? I believe public roadmap haven’t mention about this yet.