DOTS Hybrid Simulation Worlds
Create custom simulation worlds with fixed timestep physics separate from your presentation layer. DOTS Hybrid Simulation Worlds lets you run deterministic simulations during FixedUpdate while rendering interpolated states in Update, with inspector-ordered system execution and GameObject-based presentation through EntityMonoBehaviour components.
com.10101software.dots.hybridsimulation 
Install via UPM
Add to Unity Package Manager using this URL
https://www.pkglnk.dev/hybridsimulation.git README Markdown
Copy this to your project's README.md
## Installation
Add **DOTS Hybrid Simulation Worlds** to your Unity project via Package Manager:
1. Open **Window > Package Manager**
2. Click **+** > **Add package from git URL**
3. Enter:
```
https://www.pkglnk.dev/hybridsimulation.git
```
[](https://www.pkglnk.dev/pkg/hybridsimulation)Dependencies (1)
README
DOTS-Hybrid-Simulation-Worlds
A framework for using FixedUpdate in a simulation world which is linked to a GameObject-based presentation layer.
How To
Each instance of the Bootstrapper class contains it's own world.
This handles simulation and presentation a little differently than the default Unity world:
- Simulation systems are run during Unity's FixedUpdate. Presentation still runs during Update so there are utilities and examples that demonstrate how to render an interpolated simulation state.
- The top level system groups are not sorted using UpdateAfter/UpdateBefore annotations. Instead they execute in the order configured in the inspector. Other groups can be sorted using those annotations if you want.
Systems are set up to do presentation using GameObjects. Your custom Components should inherit from EntityMonoBehaviour instead of MonoBehaviour.
Prefabs and EntityArchetypes are managed in the Bootstrapper class as well. Utility methods for creation and destruction are provided to ease the management of the simulation and presentation sides of an object.
Add a GameObject with ResetDotsOnDestroy into your scene to clean things up when the scene transitions.
Remember to add UNITY_DISABLE_AUTOMATIC_SYSTEM_BOOTSTRAP to the Scripting Define Symbols in Project Settings > Player if you want to turn off the default world that Unity creates. This doesn't stop you from using any of the default systems but you will need to set them up in a Bootstrapper.
See the Example scene for more information.
Development Environment
Turn on .csproj generation for local packages to enable IDE analysis of package files.
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