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I think DOTS changes the situation a bit. Here are some random thoughts: – ECS baking is editor‑only and wapping compiled EntityScenes at runtime is non‑trivial – Burst turns hot paths into native stubs that Harmony can no longer intercept I rather see a mod SDK that compiles mods ahead‑of‑time (managed + Burst DLL) and a lightweight loader in-game. I don’t see "plug Harmony in and go" work in a couple of days, the tooling required is non-trivial. Most gains will come from data‑driven extension points rather than IL patching. |
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Hello fellow modders and Unity devs 👋
I want to start conversations on DOTS compatibility and modding with DOTS.
Additionally - as the Unity framework becomes more mature it would be good to have a way forward for modding with the new Data Oriented Tech stack (DOTS)
I'm curious if there are already plans to add support for mod frameworks with games using ECS and Burst Compiler.
(also FYI I am new to DOTS but I want to start a conversation about possibilities).
Background
Unity DOTS allows larger or heavier games to run on multiple cores and making many heavier tasks significantly faster with lower level code via job systems and pooling of tasks etc. (read the docs, I way over simplified this).
Most / all of DOTS require a editor/build time compilation of code.
Problems
The whole dots stack requires editor or build level compilations for it to work. Unity team has not exposed a runtime variant of this for modding. (yet)
ECS Problems
Burst Problems
Outcomes
Game Devs
Mod Devs
Mod Users
Inspirations
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