Hi all,
Apologies if this has been answered before - I’ve seen several mentions of it in some older threads, but all answers to it have been fairly old. Do we have an ETA on when DOTS will support converting the Sprite Renderer Unity component, specifically for MonoBehaviours that implement IConvertGameObjectToEntity?
I’ve been trying to think of workarounds for this in the meantime, but they all seem to have significant downsides. (Please let me know if I’m wrong here; I’ve been programming for a while but I’m very new to Unity / C#):
- Use a Mesh Renderer / Filter instead (This approach seems to lose the advantage of what you get from Sprite Renderer, such as animation flows)
- Abandon the idea of using “Convert and Destroy” on my GameObjects’ conversion to entities, and use “Convert and inject GameObject” approach. This lets me keep my Sprite Renderer. Then build my own component to house the GameObject, and write a custom system to remove those GameObjects in tandem with when the Entities are removed. (This seems to be a heavy-handed solution, and since I’m new to Unity, I’m finding it hard to figure out - Seems like the Destroy() method is located in MonoBehaviour, so writing a DOTS system for removal seems counter intuitive / makes everything confusing if done poorly)
- A different ECS-based GameObject removal pattern that’s not as confusing as #2
- ???
Finally, a more general question - Based on my low experience level with Unity / C#, would you recommend using DOTS in its current state for 2D games? I really like the concept of it and I’ve gotten a few basic things working, but it does seem like there’s a lack of good tutorials and information out there. Documentation seems to be shoddy and the implementation of the framework seems to still be in flux, so perhaps it’s better to wait for the 1.0 release.