NetCode for ECS (GitHub - Unity-Technologies/multiplayer: Unity multiplayer packages and samples)
I looked over all the internet but didn’t find any demo or project which uses both of them.
So the questions.
Is it available to use NetCode network synchronization on new Unity physics?
And is there any project to look at how it can be implemented in each one?
The UI Toolkit issue was meant to be resolved in 2021 Unity - Unity announces 2021 Unity will not support dots - This required us to wait for UI Toolkit Preview 16
Then even with this specific file the Physics error listed at the top still causes problems
I believe incorporating these issues into the gitbook would detract from learning about the basics of DOTS and how to incorporate it into monobehaviors, UI Toolkit, NetCode, ARFoundation
Rather than piece-mealing these updates with hacks, we are thinking that we will leave the gitbook referring to 2020.1.17f1 packages, and instead append a new section at the end that is something along the lines of “fixes to make these packages work on 2020LTS” (cc @dyhmichail )
The tutorial works perfectly fine with the current 2020.3 DOTS version. They just dont want to manually patch the various broken packages (DOTS is in alpha, there are bugs) so everything works perfectly.
You can do it yourself, the links are right there.
Yea, we’re talking about how the tutorial still recommends 2020.1 instead of the current 2020.3 due to bugs still remaining in the various DOTS and other packages.
For example, DOTS + UIToolkit + Input System breaks due to changes in assembly definitions and their problems in 2020.3 while it still works in 2020.1.
I’m assuming you’re talking about implementing prediction for physics, so that player-controlled/player-affected rigidbodies can be responsive & networked. I haven’t tested in practice, but I think it would be something like this:
Make sure all rigidbodies are network ghosts
Make sure all PhysicsVelocity.Linear/Angular are ghost fields
Make sure physics Build/Step/Export/End systems are all part of the GhostPredictionGroup update
If you don’t need prediction, you could simply do:
have the physics simulation run only on server (don’t run physics systems on clients)
only synchronize the translation/rotation of rigidbodies (as ghosts)
when you need to apply any kind of force/change to a rigidbody, you just send an RPC to the server for applying that change (you will see the change on your client, but with a slight delay)
In theory, you are right, but the problem is much simpler. When you install all the newest packs (DOTS, ECS, NetCode, UI Builder etc.) on the last Unity version they begin to conflict with each other. There are a lot of threads about it.