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Unity ECS Ideas
using Unity.Entities;
using Unity.Jobs;
public abstract class CompositeParallelJobSystem<T1, T2> : JobComponentSystem
where T1 : struct, IJobParallelFor
where T2 : struct, IJobParallelFor
protected ComponentGroup group;
protected abstract ComponentGroup CreateGroup();
protected abstract T1 CreateJob1();
protected abstract T2 CreateJob2();
protected override void OnCreateManager(int capacity) => group = CreateGroup();
protected override JobHandle OnUpdate(JobHandle inputDeps)
var job1 = CreateJob1();
var job2 = CreateJob2();
var count = group.CalculateLength();
var job1Handle = job1.Schedule(count, 64, inputDeps);
var job2Handle = job2.Schedule(count, 64, inputDeps);
return JobHandle.CombineDependencies(job1Handle, job2Handle);
using Unity.Entities;
using Unity.Jobs;
public struct CopyConstantJob<TComponent> : IJobParallelFor where TComponent : struct, IComponentData
private TComponent constant;
private ComponentDataArray<TComponent> components;
public CopyConstantJob(ComponentGroup group, TComponent constant)
this.constant = constant;
this.components = group.GetComponentDataArray<TComponent>();
public void Execute(int index) => components[index] = constant;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.Transforms2D;
using UnityEngine;
public class PlayerInputSystem : CompositeParallelJobSystem<CopyConstantJob<Heading2D>, CopyConstantJob<MoveSpeed>>
protected override ComponentGroup CreateGroup() =>
GetComponentGroup(ComponentType.ReadOnly<Player>(), typeof(Heading2D), typeof(MoveSpeed));
protected override CopyConstantJob<Heading2D> CreateJob1() => new CopyConstantJob<Heading2D>(group,
new Heading2D { Value = new float2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")) });
protected override CopyConstantJob<MoveSpeed> CreateJob2() => new CopyConstantJob<MoveSpeed>(group,
new MoveSpeed { speed = Input.GetKey(KeyCode.LeftShift) ? 20 : 10 });
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