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+ managed to include movement for a cube based on physics with DOTS
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Ammon committed May 25, 2020
1 parent b6ffda0 commit 630ed74
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Showing 17 changed files with 2,984 additions and 2,330 deletions.
2,379 changes: 49 additions & 2,330 deletions Assets/Scenes/Platform.unity

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8 changes: 8 additions & 0 deletions Assets/Scripts/PhysicsBasedMovement.meta

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8 changes: 8 additions & 0 deletions Assets/Scripts/PhysicsBasedMovement/Components.meta

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using System;
using Unity.Entities;
using Unity.Mathematics;

[Serializable]
public struct InputHoldComponent : IComponentData
{
// Add fields to your component here. Remember that:
//
// * A component itself is for storing data and doesn't 'do' anything.
//
// * To act on the data, you will need a System.
//
// * Data in a component must be blittable, which means a component can
// only contain fields which are primitive types or other blittable
// structs; they cannot contain references to classes.
//
// * You should focus on the data structure that makes the most sense
// for runtime use here. Authoring Components will be used for
// authoring the data in the Editor.

public float3 Value;
}

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37 changes: 37 additions & 0 deletions Assets/Scripts/PhysicsBasedMovement/GameObjectPrefabConversion.cs
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using System.Collections.Generic;
using Unity.Entities;
using UnityEngine;

public class GameObjectPrefabConversion : MonoBehaviour, IDeclareReferencedPrefabs
{
[SerializeField]
private GameObject PrefabGameObject;
private EntityManager entityManager;
private Entity PrefabEntity;

public void DeclareReferencedPrefabs(List<GameObject> referencedPrefabs)
{
referencedPrefabs.Add(PrefabGameObject);
}

private void Start()
{
entityManager = World
.DefaultGameObjectInjectionWorld
.EntityManager;

var blobAssetStore = World
.DefaultGameObjectInjectionWorld
.GetOrCreateSystem<ConvertToEntitySystem>()
.BlobAssetStore;

PrefabEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(PrefabGameObject,
GameObjectConversionSettings.FromWorld(
World.DefaultGameObjectInjectionWorld, blobAssetStore
));
entityManager.SetName(PrefabEntity, PrefabGameObject.name);


entityManager.Instantiate(PrefabEntity);
}
}

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265 changes: 265 additions & 0 deletions Assets/Scripts/PhysicsBasedMovement/Player 1.prefab
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7 changes: 7 additions & 0 deletions Assets/Scripts/PhysicsBasedMovement/Player 1.prefab.meta

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8 changes: 8 additions & 0 deletions Assets/Scripts/PhysicsBasedMovement/System.meta

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