DOTS(一)

一 概述

DOTS(Data-Oriented Technology Stack):数据导向型技术堆栈;

传统方式遇到的问题:

1.数据冗余;

2.单线程处理;

3.编译器问题;

针对传统问题,DOTS技术带来的三种解决办法:

1.ECS(Entity Component System):数据和行为分离;

2.Job System:多线程,充分发挥多核CPU的特性;

3.Burst Complier:编译生成高效的代码;

二 环境搭建

1.安装Entities

打开Unity2019,点击Window→点击Package Manager→点击Advanced→选中Show preview packages→找到列表里的"Entities"→点击右下角的“Install”进行安装;

2.安装Hybrid Renderer

点击Window→点击Package Manager→点击Advanced→选中Show preview packages→找到列表里的"Hybrid Renderer"→点击右下角的“Install”进行安装;

三 DOT结构汇总

image-20210330170156702.png

1 ECS结构

组件

1.自定义 IComponentData

2.系统组件 Unity.Transforms

3.添加组件 EntityManager.AddcomponentData()

4.设置组件值 EntityManager.SetcomponentData()

系统

继承 ComponentSystem 实现 Entities.ForEach()

实例

gameObject 转 Entity (两种方法)

1.继承 IConvertGameObjectToEntity

2.第二种方法

GameObjectConversionSettings settings = GameObjectConversionSettings.FromWorld(
            World.DefaultGameObjectInjectionWorld, null);
Entity entityPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(cube, settings);

创建预制体 EntityManager.Instantiate()

特性

DisableAutoCreation 用于关闭system

2 JobSystem

继承 JobComponentSystem 实现 Entities.ForEach().Schedule()

3 Burst

继承 JobComponentSystem 实现 Entities.ForEach().WithBurst()

4 批处理

开启Gpu Instancing

image-20210330171706168.png

四 ECS案例

例如:打印一个数字:

1.创建组件脚本PrintComponentData.cs:

using Unity.Entities;
public struct PrintComponentData : IComponentData
{
    public float printData;
}

2.创建系统脚本PrintSystem.cs:

using UnityEngine;
using Unity.Entities;
 
public class PrintSystem : ComponentSystem
{
    protected override void OnUpdate()
    {
        Entities.ForEach((ref PrintComponentData printComponentData)=>
        {
                Debug.Log(printComponentData.printData);
        });
    }
}

3.创建实体需要挂载的脚本PrintAuthoring.cs:

using UnityEngine;
using Unity.Entities;
 
public class PrintAuthoring : MonoBehaviour, IConvertGameObjectToEntity
{
    public float printData;
    public void Convert(Entity entity, 
                        EntityManager dstManager, 
                        GameObjectConversionSystem conversionSystem)
    {
        dstManager.AddComponentData(entity, new PrintComponentData() { printData=printData});
    }
}

4.给实体挂载脚本ConvertToEntity.cs和PrintAuthoring.cs:

20210116151716353.png

四 调试面板介绍

显示出场景中的所有实体:

点击Window→点击Analysis→选中Entity Debugger→点击运行按钮即可看到场景中所有的实体及相关的组件;

20210116155805145.png

五 默认组件的使用

创建脚本TranslationSystem.cs,如下:

using Unity.Entities;
using Unity.Transforms;
using Unity.Mathematics;
 
public class TranslationSystem : ComponentSystem
{
    protected override void OnUpdate()
    {
        Entities.ForEach((ref Translation translationComponentData) =>
        {
            translationComponentData.Value = new float3(1, 1, 1);
        });
    }
}

运行后如下:

20210116161259977.png

六 Transform命名空间下组件的使用

1.创建脚本RotationEulerXYZAuthoring.cs,并挂载到场景:

using UnityEngine;
using Unity.Entities;
using Unity.Transforms;
 
public class RotationEulerXYZAuthoring : MonoBehaviour, IConvertGameObjectToEntity
{
    public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
    {
        dstManager.AddComponentData(entity, new RotationEulerXYZ());
    }
}

2.创建脚本RotationEulerXYZSystem.cs,如下:

using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
 
public class RotationEulerXYZSystem : ComponentSystem
{
    protected override void OnUpdate()
    {
        Entities.ForEach((ref RotationEulerXYZ rotationEulerXYZComponentData) =>
        {
            rotationEulerXYZComponentData.Value = new float3(45, 45, 45);
        });
    }
}

3.运行后如下

20210116164914734.png

七 屏蔽系统之间的互相干扰

通过上面的例子,我们会发现,在六里面,Cube旋转的同时也发生了位移。说明虽然是不同的场景,但是脚本依然会对其他场景的物体造成影响:

20210128112532560.png

在这里我们只需要加个[DisableAutoCreation],就可以了:

using Unity.Entities;
using Unity.Transforms;
using Unity.Mathematics;
 
[DisableAutoCreation]
public class TranslationSystem : ComponentSystem
{
    protected override void OnUpdate()
    {
        Entities.ForEach((ref Translation translationComponentData) =>
        {
            translationComponentData.Value = new float3(1, 1, 1);
        });
    }
}

八 实例预制体

1.创建预制体cube

image-20210330172206063.png

2.创建脚本 ECSPrefabCreator.cs 并挂载到场景

using Unity.Entities;
using Unity.Transforms;
using UnityEngine;

public class ECSPrefabCreator : MonoBehaviour
{
    public GameObject cube;
    public float interval, sum;

    void Start()
    {
        GameObjectConversionSettings settings = GameObjectConversionSettings.FromWorld(
            World.DefaultGameObjectInjectionWorld, null);

        Entity entityPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(cube, settings);

        EntityManager entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;

        Translation tran = new Translation();
        for (int i = 0; i < sum; i++)
        {
            for (int j = 0; j < sum; j++)
            {
                Entity entityCube = entityManager.Instantiate(entityPrefab);
            
                entityManager.SetComponentData(entityCube,tran);
                tran.Value.x += interval;
            }

            tran.Value.x = -interval;
            tran.Value.y += interval;
        }
    }
}

九 使用JobSystem+Brust+批处理 优化

创建 JobSystem.cs脚本

public class JobSystem : JobComponentSystem
{
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        JobHandle jobHandle = Entities.ForEach((ref RotationEulerXYZ p) =>
        {
            p.Value = new float3(0, 45, 0);
        }).WithBurst().Schedule(inputDeps);

        return jobHandle;
    }
}
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