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    Single Bone

    In DOTS Dynamic Bone a Single Bone is associated with entities that contain the DOTSDynamicBone ComponentData. The DOTSDynamicBone data can be modified at any time.

    General Single Bone Properties

    Here I will go over some important properties and tips when working with the DOTSDynamicBone ComponentData.

    DOTSDynamicBone and DOTSDynamicBone_BufferElement do not share the same jobs.

    since DOTSDynamicBone represents a single bone, a seperate Job is used for DOTSDynamicBone_BufferElement. Since DOTSDynamicBone holds less data than DOTSDynamicBone_BufferElement and doesn't deal with inicies, it is generally faster to deal with.

    UseNaturalColliders

    this a bool associated with the Natural Collision System.

    UseAnimatedLocalToRoot

    this is a bool that tells the DOTSDynamicBoneUpdateSystem whether or not to convert a Particle's transform data into `Unity.Animation.AnimatedLocalToWorld transform data. If this is false then you will experience "jank" unless you are centered in world coordinates. It is highly recommended you always set this to true. However, I leave the choice up to you.

    UpdateLocalToWorldTransforms, UpdateTranslationTransforms, UpdateRotationTransforms

    These 3 bool values, when one of them is set to true, will add an transform override ComponentData to the RigComponentEntity. See DOTSDynamicBoneParticleLocalToWorldOverride_Tag for more information.

    m_RootEntity

    This is the the Entity associated with the root particle. this value should match the value of the m_TransformEntity of the first Particle in the DynamicBuffer.

    m_ReferenceObjectEntity, m_ReferenceObject, and m_DistanceToObject

    This data is used with the DOTSDynamicBoneCullingSystem. The m_ReferenceObjectEntity is the Entity used to the distance comparison. The m_ReferenceObject is the m_ReferenceObjectEntity's transform data. and the m_DistanceToObject is the max distance the RigComponentEntity and the m_ReferenceObjectEntity must be before the Bone is disabled. This data can be changed at anytime but in order for the DOTSDynamicBoneCullingSystem to pick it up, you must have the DOTSDynamicBoneCulling_Tag added to Entity as well.

    Any other not mentioned should be looked at here

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