In this part of the series we are going to take a look at avoiding obstacles with two different approaches: simulating eyesight using raycasts, and secondly implementing an algorithm that is inspired by an observer pattern.
As you may know, I’ve recently discovered the road of doing things in Parts and actually trying to make little series for you, and I have been enjoying that quite a bit. In all honesty – it also allows me to have this Patreon Early Access thing going (no judgment please :))!
Now, in this last article I explained you everything there is to know about the Job system. But for many of us – me included it is much easier to get a grip of things when I see an implementation, therefore I decided to make a little Mesh deformation Project to explain you everything you need to know on an example.
I have recently (and by recently I mean like 2-3 weeks ago) posted an In-depth on Unity’s Entity Component System – so it is about time to take a look at the Jobsystem as well.
Generally, it is a good idea to not see these two things as separates but rather as a combined system to improve your game performance immensely. We will take a dive into making a project including both, to get to something with really high performance eventually. But before we can properly do that you need to understand the basics of both of them. So if you have no clue about the Entity Component System you should go and read that article first.
If you are interested to know what the Entity Component System is and how it technically works then this is the article for you.
A couple of days ago I started a poll on Twitter asking you guys what you are most interested in. I knew I was going to post this pretty soon anyways as I had been starting to work on it a while back – I just didn’t get around to write a proper post about it yet.
With Hackweek being officially over I’d like to let you guys in on my experience. Just as for Unite Berlin I had the massive honor to be an invited guest for Unity’s Hackweek in Nyborg, Denmark.
You might ask yourself “So, what is Hackweek?”. It’s basically a week-long “vacation” organized by Brett Bibby and Kjartan Ólafsson for Unity employees where they get to work in teams on a project they are interested in. On the last day of the event, there is a presentation where every group shows off their project in a short video clip (and a great party :-)).
We’ve reached the final part of this tutorial series where we are going to write a fancy custom editor that will do all the work for us.
What we are trying to achieve here is a custom editor window that will list us every object that would be suitable to be jellified. It also allows us to decide if we want to use the volume or if we want custom manual settings to be set for all of our jellied objects. We will have a nice preview window and some buttons.
In this tutorial, you’ll learn what Unity’s Jobsystem is and how to implement it into your existing project. To teach you the implementation aspect I decided to implement it into my Jelly Meshdeformation System.
If you haven’t read Part I of this series I’d like to advice you to do so as you’ll have it easier to understand.
If you have been following me for a while you might be aware that I had already published a version of this Jelly Meshdeformation stuff at one point. However, I decided that I would like to improve it. I am going to split this tutorial into a three part series where I am going to teach you basic Jelly Meshdeformation, as well as utilizing the new Unity Jobsystem for improved performance and how to make a project Modular enough to let it be handled through an Editor Script.
This first part will teach you the basics of Jelly Meshdeformation.