hreintke / Latios-Framework

A Unity DOTS framework for my personal projects

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Latios Framework Packages for DOTS – [0.6.0]

The packages contained in this repository are packages built upon Unity DOTS which I use for my own personal hobbyist game development. All packages are licensed under the Unity Companion License. The packages may contain code borrowed from official Unity packages and therefore may be seen as derivative works.

This version targets Entities 1.0.0 experimental. If you are still using Entities 0.51.1, please use the framework version 0.5.8 instead.

The 0.6.x series uses Transforms V1. If you are using Transforms V2, please wait for a newer version of the Latios Framework.

[0.5.x] users, please read the Upgrade Guide!

If you have any experience with DOTS, please take this survey!

Packages

  • Core – General-purpose utilities and bootstrap
  • Psyshock Physics – Collision and Physics building blocks using an alternate runtime representation
  • Myri Audio – Simple, scalable, spatialized sounds and music streaming
  • Kinemation – Authored animation, simulated animation, and everything in between
  • Mach-Axle AI – An infinite axis utility evaluator designed for high throughput (No public release)
  • Life FX – VFX simulations which add immersion to stylized worlds (No public release)
  • Ethereal – An NPR renderer authored in reality (No public release)
  • Networking (Name TBD) – Snapshots + input sim = unified, testable, inexpensive, and hardware-friendly networking (No public release)

Why Use the Latios Framework?

Typically, “frameworks” fall into one of two categories. Either, they are someone’s collection of convenience classes and extension methods, or they define a specific architecture and workflow for describing gameplay code.

While the Latios Framework has some of those things, its primary concerns are at the engine level. Many of its tools and solutions are inspired by GDC presentations, technical blogs, and research papers. A key focus of the framework is to make these advanced technologies usable within a DOTS-based production environment. But another common theme is fixing or providing alternatives for fundamental design issues in the official DOTS packages. For technical reasons, it is a “framework”, but it acts more like a toolkit and stays out of the way. A developer using it should always feel in control. If not, there’s likely an issue worth bringing to attention.

0.5 marked the end of Phase II, where focus was placed on enabling technologies in DOTS such as audio and animation. Phase III will focus on gameplay technologies such as spatial and hierarchical queries and AI tools.

Long term, the Latios Framework’s mission is to dramatically reduce the development effort required to make highly artistic 3D games and short films.

Getting Started

There are three methods to install the framework package (contains all publicly released packages).

  • Add package via Package Manager -> Add package from git URL
  • Add via OpenUPM
  • Clone or submodule this repository into your project’s Packages folder

After installing the framework package, follow the instructions in the first section here. You may also want to look through the compatibility guide.

Getting Started pages and documentation are provided with each module.

Learning Resources

Proud Users of Latios Framework

Tools

  • DMotion – Open source animation state machine powered by Kinemation

Open Projects

Support

TL;DR – I try to take issues and feedback as seriously as if this were a commercial project (or for the cynical, to shame commercial projects). Do not hesitate to reach out to me!

Issues

This is a hobby project and not my full-time job, so I cut corners and don’t spend a lot of time testing things. Sometimes I write code while an idea is in my head and just leave it there. Bugs will sneak in.

However, bugs are infuriating!

If you see a confusing error, send me a description of what you were doing and a stack trace with line numbers and the version you are using. You can use the GitHub issues, GitHub discussions, Discord, the DOTS forums, Unity PMs, or emails. Usually, I will find a bug fix locally, and provide instructions on how to apply the fix yourself. Then I will roll out the bug fix in my next release.

For strange behavior that doesn’t trigger errors, a repro is the only way to guarantee the issue gets diagnosed, but a good description can go a long ways too.

For performance issues, if you can’t send me a repro, send me a profile capture. It doesn’t matter if the issue makes your game unplayable or if you just want one task to be a couple hundred microseconds faster. I’m interested!

Feature Requests

Please send feature requests, even if it is already listed on one of the near-term roadmaps. It helps me prioritize. Requests for small utility functions or other simple concerns can usually be squeezed in patch releases. I always reserve full discretion. Try to propose your use case, and focus less on a proposed solution.

Learning Resource Requests

If you see gaps in the documentation, or are struggling to understand features, let me know. If you would like more demos and samples, also let me know what you would like an example of. I won’t build your game idea for you, but simple things I can try and squeeze in.

Derivatives, Collaboration, and Contribution

I develop this framework separately from this repository. I will provide the current snapshot of that code upon request. I promise the code may be terrible. This may be useful to you if you desire to contribute in an area I am actively developing. See Contributing for more information.

Because I often validate changes manually, I usually won’t merge pull requests. I’m working on a new workflow that will preserve contributor commits in the history. But if I run into issues, I will always prioritize getting changes into releases.

If you are developing your own packages on top of this framework, commercial or open source, feel free to reach out to me for suggestions, guidance, or to establish your stake in the areas that concern you. It is important to me that such dependent technologies are successful. For open source projects, I may even send a pull request.

Feature Releases and Compatibility

I do not promise backwards compatibility between feature releases (0.X). I will have upgrade guides detailing all the breakages and what to change. But it will be a manual process.

Patch releases (0.5.X) will always preserve backwards compatibility back to the last feature release.

While I will provide tips and suggestions if you use older releases, I will not publish patch releases for older versions. (There might be an exception to this rule during the ongoing transition to DOTS 1.0, but that is TBD.)

A Word of Caution

If you choose to modify any of the packages here licensed under the Unity Companion License, my understanding is that any modifications, including new inventions inserted, will belong to Unity as per the terms described by the license.

Personally, I do not have an issue with this license as it permits me to always be able to use my inventions in Unity projects and I have no issue if Unity wants to adopt anything here.

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A Unity DOTS framework for my personal projects

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