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YouTube

Overview of Physics in DOTS - Unite Copenhagen

Unity via YouTube

Overview

This course provides an overview of the physics systems and workflows in Unity's Data-Oriented Technology Stack (DOTS). The learning outcomes include understanding the design considerations of Unity Physics, differentiating its use cases from Havok Physics, and grasping the basics of DOTS physics architecture and game code layer for optimal performance in DOTS-based projects. The course teaches content authoring workflows for DOTS physics and covers the Unity Physics design objectives, low-level physics data protocol, run-time components, systems, and BuildPhysics World query groups. The teaching method includes a presentation by the speaker with accompanying slides. The intended audience for this course is developers and individuals interested in utilizing physics systems in Unity's DOTS framework.

Syllabus

Intro
Overview
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Why more physics engines?
Stateless physics built with HPC#/Burst
A partnership is born!
What do "vast majority of games" need?
Unity Physics design objectives
Common low-level physics data protocol
What are the main run-time components?
What are the main run-time systems?
What are the BuildPhysics World query groups?
Is there more advanced stuff?
One authoring format to rule them all
PhysicsShapeAuthoring enhancements
What do things turn into?
"Maybe" they convert into Physics Collider?
Why should I make compound colliders?
Near-Term

Taught by

Unity

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