General Overview
DOTS Dynamic Bone is broken up into 5 Systems, 16 Jobs, and 3 main components.
The purpose of DOTS Dynamic Bone is to perform physics simulations on components within your model. You can use this to perform simulations on cloths, hair, rope, etc. Using the benefits of Unity DOTS, ECS, & Burst, systems were created to perform these calculations efficently with minimal performance hits in your Game/Application.
Components
DOTS Dynamic Bone contains 3 main component types (See the Components tab for more information:
DOTS Dynamic Bone contains 5 systems:
NOTE: this list is ordered by when the system's Update call is executed
- DOTSDynamicBoneTransformOverrideSystem
- DOTSDynamicBoneCullingSystem
- DOTSDynamicBonePresetPhysicsCollisionSystem
- DOTSDynamicBoneNaturalCollisionSystem
- DOTSDynamicBoneUpdateSystem
DOTS Dynamic Bone performs 16 jobs that updates data based on the Components in the Entity. These Jobs include:
- System: DOTSDynamicBoneCullingSystem
- DOTSDynamicBoneCullingUpdateTransformsJob
- DOTSDynamicBoneMultiple CullingUpdateTransformsJob
- System: DOTSDynamicBoneTransformOverrideSystem
- DOTSDynamicBone_ParticleLocalToWorldOverrideJob
- System: DOTSDynamicBonePresetPhysicsCollisionSystem
- DOTSDynamicBoneWithPresetCollidersJob
- DOTSDynamicBoneMultipleWithPresetCollidersJob
- IndependantDOTSDynamicBoneWithPresetCollidersJob
- System: DOTSDynamicBoneNaturalCollisionSystem
- DOTSDynamicBoneNaturalCollisionUpdateJob
- DOTSDynamicBoneMultipleNaturalCollisionUpdateJob
- IndependantDOTSDynamicBoneNaturalCollisionUpdateJob
- DOTSDynamicBoneIndependantMultipleNaturalCollisionUpdateJob
- System: DOTSDynamicBoneUpdateSystem
- DOTSDynamicBoneUpdateJob
- DOTSDynamicBoneMultipleUpdateJob
- DOTSDynamicBoneCollisionFinishJob
- DOTSDynamicBoneMultipleCollisionFinishJob
- IndependantDOTSDynamicBoneJob
- DOTSDynamicBoneIndependantMultipleJob
- IndependantDOTSDynamicBoneJob
- DOTSDynamicBoneIndependantCollisionFinishSystem