We’ve been hard at work designing and building the tools for how you navigate, inspect, and debug the data behind your DOTS-based game. We wanted to share some of that work with you here to start gathering some feedback on how it might impact your work. These features are in various stages of development so you may see feedback addressed either in the initial release or in a follow-up iteration. We’ll also be more active in the future posting about our plans for Editor workflows around DOTS.
For us to best apply your feedback, it would be helpful if you can share motivations or goals behind what you’re trying to accomplish when you need a particular piece of information or the ability to perform a certain action.
Systems Window
We’ve heard and read a lot of feedback about how we visualize the Systems you have running and we’d like to take a first step towards addressing some of that. Some of the first things we’ve heard and are looking to address include clarity around what type (standard, group, command buffer) a System is, easier to read and distinguish query types, and lack of visualization of scheduling dependencies.
Our design goals for this window include (1) giving you a clear view of the order in which Systems are running in your World and why, (2) better visualizing what a System is doing in terms of queries it runs, and (3) clearer indication of what component types make up a query. We’ve shared some mockups of various states below.
Separating this information into a separate window also allows for more flexibility in how relationships to other information are shown, including for example which Systems have queries matching an Entity.
Please share your thoughts on how this redesign of how you see your Systems affects your workflow, what value it brings, and what improvements you’d like to see moving forward.
To address one potential question, this is the first step in creating a better experience for all of the information and workflows that you today find in the Entity Debugger. We’ll eventually be removing the Entity Debugger, but not until we have full feature parity and confidence that the new tools are more usable and useful.
Entities Window
We’ve heard your concerns about the lack of ability to browse through your Entities, so we’ve tried to bring a familiar perspective on your runtime data by putting together a view of the Entities in a World as a transform hierarchy (we’re also exploring giving you the ability to group and organize by other components). We’re looking to make some improvements to how you search and filter in such a data-heavy environment as well.
Our design goals here are to (1) give you an Entity-first view into your World, (2) allow you to navigate your data in a way familiar to you as a Unity user (via transform hierarchy), and (3) to start showing you relationships that your runtime data (Entities) has with the authoring data (GameObjects) that created it and the Systems that act on it.
For the Entities window, we’re interested to hear what value you think this will bring to your workflows, what you could imagine using it for, and if there are any other ways you mentally organize the Entities in your game. Additionally, are there any opportunities to build on this that this inspires?
Thank you for reading and sharing your feedback! As mentioned, we’ll share more in the future to gather more feedback on other tools and workflows we’re crafting to improve your DOTS working experience.