How to Use Physics for Players in DOTS AR

This will take you about 20 minutes in prep time if you don't have Unity set-up, and 30 minutes in coding and debug time.

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Stop struggling with the limited documentation. Follow this step-by-step tutorial: "How to Use Physics for Players in DOTS AR."

Full workflows and code to update a Player prefab with DOTS Physics

Click Here for DOTS Tutorial

This gitbook takes you through step-by-step full workflows and code to update a Player prefab with DOTS Physics. Once you've coded along and fully finished the "How To Use Physics for Players" tutorial, you will be able to update a Player prefab with DOTS Physics.

Click Here for DOTS Tutorial

High-Level steps to Use Physics for Players:

Number 01

Add the Physics package and create your Physics category names

Number 02

Update your Bullet prefab with a Physics Shape and Body

Number 03

Update InputMovementSystem to adjust Physics Velocity

FAQ

How do you make Rigid Bodies using DOTS Physics in DOTS AR?

Since Unity Physics is purely based on DOTS, rigid bodies are represented with component data on the Entities. The simplified Physics Body and Physics Shape view that you have in the Editor is actually composed of multiple data components under the hood at runtime. This allows more efficient access and to save space for static bodies which do not require some of the data.

What are the main run-time components of DOTS Physics in DOTS AR?

The main components are: PhysicsCollider, PhysicsVelocity, PhysicsMass, PhysicsDamping, PhysicsGravityFactor, PhysicsCustomTags. These components are read from to BuildPhysicsWorld then written to in ExportPhysicsWorld.

What are Physics Category Names in DOTS AR?

Physics Category Names are how you can define what objects collide with each other and whether or not they raise events.

Haven’t begun learning Unity DOTS yet, and need to start at the very beginning?

If you haven't yet dipped your toes into learning Unity's new multithreaded Data-Oriented Technology Stack (DOTS), now is the time. You can start at the very beginning with Moetsi’s tutorial, which culminates in your very own deployable sample project. You’ll be guided by full workflows, code-alongs, videos, and GIFs along the way.

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