Learn Unity's Entity Component System to Optimise Your Games
- Descrição
- Currículo
- FAQ
- Revisões
Unity’s new Data-Oriented Technology Stack (DOTS) and Entity Component System (ECS) programming paradigm have been developed to optimize game development and open up new ways of accessing memory and parallel processing for developing high-performance C# code that takes advantage of contemporary multicore computers. Through the use of the Burst Compiler, your game programs become native code, able to run faster on multiple threads thus pushing the boundaries of the size of your virtual environments and the simultaneous processing of tens of thousands of game objects.
In this course, Penny demystifies Unity’s new DOTS architecture and introduces intermediate Unity users to ECS by upgrading classic Unity projects and developing a multitude of examples of the use of DOTS concentrating on the most popular game mechanics. Using her internationally acclaimed teaching style and knowledge from over 25 years working with games, graphics and having written two award-winning books on games AI, Penny will take you from familiar object-oriented programming and upgrade your skill to the more memory efficient and optimized entity component architecture. Throughout, you will follow along with hands-on workshops designed to take you through every step of becoming familiar with ECS. You will build on numerous scenarios that examine the basics of ECS programming through the new DOTS-specific math and physics libraries.
While DOTS is still in preview, this course aims to assist you in understanding how it works and how games are constructed with it. The knowledge you obtain will further your ability to decipher future released Unity ECS tech demos and handle API updates.
This course requires Unity 2019.3.0f6. and the Hybrid Renderer Package 0.3.3.
Learn how to program and work with:
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Entities and Components
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The C# Job Systems
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Collision Systems
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Trigger Systems
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User Input to Control Entities
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Interfacing with classic Unity and game objects to entity-based systems.
Contents and Overview
The course begins with a section that compares the old way of working with game objects in Unity, through to the creation of a complete ECS system using the exact same scenario in each instance to give you time to compare the programming methods and optimizations gained through implementing DOTS.
Following this, you will dive deeper into the creation and debugging of entities while learning how to tag, identify and add data to them with custom components. You will also learn how to find entities once they are injected into the game environment and to access and manipulate them at runtime.
After you’ve become comfortable with the nature of entities, you will discover how the new math library can be used to replicate many of the functions you’ve become familiar with in the Unity Mathf API. The content will cover transformation, rotations, slerps, pivoting, following waypoints and pursuing and fleeing from targets. A space-based scenario will be created with several planets and thousands of spacecraft programmed to attack, by generating even more thousands of bullets and finally explosions.
Next, you’ll build a blocky Minecraft inspired landscape from cubes that can be infinitely generated in any direction by implementing Perlin Noise and examining how parallel processing (achieved through the C# Jobs system) dramatically speeds up processing that has in the past been limited to the main thread.
On completion of this exercise, a thorough examination of the new DOTS physics capabilities will take place. All the classic Unity elements you’ve become used to will be replicated via the new physics API and ECS job systems. You will learn about collisions, triggers, camera tracking, bullet physics and the basics of recreating Newtonian physics for moving dynamic and kinematic entities.
The course ends with a challenge and project to recreate a third person shooter in which a single player takes on a swarm of zombies.
At the completion of this course, you will be familiar with DOTS and the ECS and be able to further your skills by interpreting and making sense of the Unity tech demos as they are released, presenting updated API and introducing more and more functionality into DOTS.
What students are saying about Penny’s courses:
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Excellent course!! I am already in game development industry and there is one quote here that “Whenever you are not able to solve complex problem, its the right time to get back to the BASICS”
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She is the best teacher ever in this platform
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Most instructors are very smart people. Some are good at teaching and some are not. Penny is great at describing complex concepts without going down a dark cerebral rabbit hole that so many instructors feel obligated to do. It’s like they need to demonstrate their knowledge by explaining every tiny aspect. Penny does not go there. She explains things clearly but does not overwhelm the student with more than they need to know.
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1WelcomeVídeo Aula
In this lecture Penny welcomes you to the course and gives an overview and the aims of the learning content.
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2What Version of Unity Should I Use?Vídeo Aula
In this lecture you will learn about the importance of following this course using the same version of Unity and packages.
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3What Version of Unity Should I Use 2.0.Texto
This article provides more information for getting the correct version of Unity to use for this course.
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4Information Relevant to this CourseTexto
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5Join the H3D Student CommunityVídeo Aula
H3D has a bustling online student community. Here's how to get involved.
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6Contacting H3DTexto
How to contact us
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7FAQsTexto
Here's how to get the best experience from studying this course and answers to some popular student questions.
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8Understanding DOTSVídeo Aula
In this lecture we will take an overview look at the data-oriented technology stack, discuss what it is and how it optimises the use of computer memory to enhance the processing capacity of your game projects.
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9Comparing the Old & the New Part 1Vídeo Aula
In this lecture we will examine the classic way of spawning a lot of game objects and take a look at the performance.
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10Comparing the Old & the New Part 2Vídeo Aula
In this lecture we will prepare the codebase for conversion into parallel processing code by removing the move code on each game object and performing the same action inside a single script.
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11Comparing the Old & the New Part 3Vídeo Aula
In this lecture we will modify the code again to remove the movement script out of the Update loop and create a parallel processing job to do the work for us and increase the optimisation and frame rate.
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12Comparing the Old & the New Part 4Vídeo Aula
In this lecture we will start building the sheep scenario using the DOTS architecture and you will learn how to spawn entities from a game object prefab.
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13Comparing the Old & the New Part 5Vídeo Aula
In this lecture we will complete the DOTS version of the sheep moving simulation by adding a System script.
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14Your First ECS ChallengeVídeo Aula
In this lecture you will be challenged to make small changes to the code to modify how the sheep are moving in the scene.
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15Parallel ComputingVídeo Aula
This lecture provides an overview of parallel processing to help you understand the types of tasks that benefit from synchronise execution as well as providing details of when you can and can't process in parallel.
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16Structures, Classes and Blittable TypesVídeo Aula
In this lecture we will examine the special datatypes that come into play when working with the managed and unmanaged code contained in DOTS projects.
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17Creating and Debugging EntitiesVídeo Aula
In this lecture we will go back to basics and convert a game object to an entity with Unity's built in conversion process and take a look at how to find an entities data for debugging after it is removed from the Inspector.
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18Accessing and Modifying Entity DataVídeo Aula
In this lecture you will learn how to create entities of different types and isolate them according to their data components.
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19Adding IComponentData ChallengeVídeo Aula
In this lecture you will be challenged to work with the iComponentData to complete a project exercise.
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20Performing Entity QueriesVídeo Aula
In this lecture you will learn how to find entities the are in the world by using entity queries run from a Monobehaviour.
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21Entity Query Interface ChallengeVídeo Aula
In this challenge you will hook up the entity queries to UI elements to display counts of entities as part of the user interface.
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22Adding an Entity from Monobehaviour at RuntimeVídeo Aula
In this lecture we are going to look at adding entities to a system at runtime.
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23Constructing an Entity from ScratchVídeo Aula
In this lecture we will cover how to create an entity from scratch with only code.
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24Constructing Sheep Entities from a Mesh ChallengeVídeo Aula
In this lecture we will begin by creating entities from the sheep mesh and hen examine the setting of LocalToWorld and NonUniformScale.
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25Performing TranslationsVídeo Aula
In this lecture we will examine translations and the nuances of moving in local and world space.
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26Performing RotationsVídeo Aula
In this lecture we will examine how to turn an entity to face in the direction of a target.
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27Performing a Slerp to Face a TargetVídeo Aula
In this lecture we will cover the mathematics behind performing a slerp in an ECS job.
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28Rotating Around a Pivot PointVídeo Aula
In this lecture we will examine the mathematics to rotate a an entity around a pivot point.
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29Pivoting ChallengeVídeo Aula
In this lecture you will be challenged to make an orbiting asteroid field using the knowledge you have learnt so far in the course.
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30Getting Player Transformations into EntitiesVídeo Aula
In this lecture you will learn how to put a player controller onto a game object and let the entities in the scene know where it is.
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31Adding and Setting Data Values in a Custom ComponentsVídeo Aula
In this lecture you will learn how to extend structs to carry values that are specific to an entity and use them in a job.
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32Updating Custom Component ValuesVídeo Aula
In this lecture you will discover how to modify the value inside component data while a job is running and use Native Arrays to store waypoint values.
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33Waypoint Follow ChallengeVídeo Aula
In this lecture you will be challenged to convert the waypoint system in the previous lecture into one where the entities move between waypoints that aren't on the same plane.
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34Finding Closest PlanetVídeo Aula
In this lecture we will calculate the closest planet (waypoint) to a ship and have it move to it and then orbit.
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35Attacking and Retreat MovementVídeo Aula
In this lecture we will work through the movement code to get the ships to approach and retreat from a planet based on their distance from it.
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36Spawning an Entity from an Entity Part 1Vídeo Aula
In this lecture we will start putting together the code to get one entity to spawn another.
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37Spawning an Entity from an Entity Part 2Vídeo Aula
This lecture continues from the last working towards spawning bullet entities from the spaceships.
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38Spawning Entities from Another Location Part 1Vídeo Aula
In this lecture we will define four locations that bullets can spawn from on the space ship and start working to add them into the code.
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39Spawning Entities from Another Location Part 2Vídeo Aula
In this lecture we will modify the code and add mathematics to position the spawn point of the bullets in line with gun positions.
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40Restricting the Lifetime of an EntityVídeo Aula
In this lecture we will create IComponentData and a System to monitor the lifetime of an entity and destroy it when it's life runs out.
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41Restricting the Lifetime of an Entity UpdateTexto
Here's some new code to remove the depreciated IJobForEach from your destroy.
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42Implementing Line of Sight in an EntityVídeo Aula
In this lecture we will add in code to prevent the ships attacking unless they are facing the planet and within a threshold distance.
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43Faking CollisionsVídeo Aula
In this lecture we will determine when a bullet bits the surface of a sphere and then set it up for removal.
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44Instantiating ExplosionsVídeo Aula
In this lecture we will instantiate an explosion when the bullet collides with the planet.
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45A System for Scaling ParticlesVídeo Aula
In this lecture we will complete the space war simulation by making the particle explosions scale up after they've instantiated.
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46Creating a Landscape with CubesVídeo Aula
In this lecture we will construct the basis of a landscape created with cubes where each of the cubes is an entity.
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47Using Perlin Noise for HeightVídeo Aula
In this lecture you will learn how to use Perlin noise to modify the height of the cube landscape in realtime.
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48Enhanced Perlin HeightsVídeo Aula
In this lecture we will enhance the use of the Perlin Noise algorithm to create a more interesting landscape.
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49Changing Materials on an EntityVídeo Aula
In this lecture we will discuss how to change the material on one entity to another via the shared components.
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50Identifying Bottlenecks and Solutions to FPS DropVídeo Aula
In this lecture we will investigate the drop in frame rate experienced in the previous video and code in a fix.
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51Scrolling the Landscape with the PlayerVídeo Aula
In this lecture we will add a very simple player character and use it to build a landscape around as the player moves. This will generate an endless environment.
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52The Physics ComponentsVídeo Aula
In this lecture you will put together your first ECS physics scene.
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53An ECS Physics-Based Character ControllerVídeo Aula
In this lecture we will create a character controller for a physics enabled player character entity.
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54Spawning Multiple Physics EntitiesVídeo Aula
In this lecture you will be given the challenge of writing a duck spawner game object to inject 5000 ducks into the scene.
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55Shooting Physics Bullets ChallengeVídeo Aula
In this lecture you will initially be challenge to have the player character spawn physics based bullets before the answer is revealed.
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56Moving a Bullet with PhysicsVídeo Aula
In this lecture we will work through the process of building a physics movement system for the bullets as well as adding a timed destroy to them.
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57Upgrading a PackageVídeo Aula
In this lecture we will update our physics project to version 0.2.5 of the Unity Physics package.
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58Detecting CollisionsVídeo Aula
In this lecture we will create a new system to monitor and detect physics collisions.
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59Using Custom Values in a Collision EventVídeo Aula
In this lecture we will examine how to pass custom values from iComponentData items into a collision event job.
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60Destroying an Entity on CollisionVídeo Aula
In this lecture you will attempt to develop the code to destroy an entity when it is hit with a bullet. The solution will to this challenge will be given at the end.
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61Entity Tracking with the CameraVídeo Aula
In this lecture you will learn how to hook up a game object camera to follow an entity around by using an intermediate entity tracking object.
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62Detecting Physics TriggersVídeo Aula
In this lecture we will create a physics object that is a trigger and you will learn how to write a system to handle these events.
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63Converting to a Dynamic CharacterVídeo Aula
In this lecture you will learn how to convert your player character from a kinematic based physics system to a dynamic one.
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64Using Custom Values in a Trigger EventVídeo Aula
In this lecture you will be given a challenge to add a custom value to a trigger event that can be passed through from an iComponentData component.
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65Starting with a Tower Defence SetupVídeo Aula
In this lecture you will be given a challenge to create an initial tower defence scene with entity zombies moving between waypoints using coding concepts we've used before.
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66Performing a Raycast Hit Part 1Vídeo Aula
In this lecture we will start working with the ECS Physics Raycasting system to create a Raycast Hit Job.
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67Performing a Raycast Hit Part 2Vídeo Aula
In this lecture we will use the raycast job to determine which entities have been hit by the ray and draw their hit points and surface normals.
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68Destroying an Entity Hit by a RaycastVídeo Aula
In this lecture we will add the code to destroy any entities hit by the ray cast.
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69Performing Raycast Distance Hits P1Vídeo Aula
In this lecture we will start building a distance hit points job to find all physics entities within a specific radius of a game object.
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70Performing Raycast Distance Hits P2Vídeo Aula
In this lecture we will add in code to visualise how the distance hit job is working to find all physics objects close to a game object.
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71Locating and Following The Closest Physics EntityVídeo Aula
In this lecture we will search through all known physics entities in range of the towers and track the closest one.
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72Destroying Tracked Physics EntityVídeo Aula
In this lecture we will add code to the simulation to destroy the closest tracked entity and look at a way to delay the destruction for extra effect.
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73Destroying Zombie Challenge P1Vídeo Aula
In this lecture you will be challenged to extend your project with sound effects and exploding zombies.
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74Destroying Zombie Challenge P2Vídeo Aula
In this lecture you will complete the destruction of a game element by adding in blood splatters made from more physics entities.
