Awesome
ta-boids
A repository demoing how to use the Job System + Burst Compiler with traditional GameObjects.
Scenes
All scenes have a BoidsRunner
GameObject, which will have the appropriate *BoidsRunner
.
GameObject
For the GameObject version, open up the GameObjectsJobs.unity
scene. This scene
will spawn N GameObjects, where the transforms are written in parallel using the
an IJobParallelForTransform job.
DrawMeshInstanced
Open up the InstancedJobs.unity
scene. Instead of GameObjects, we open up a buffer of N
matrix elements we want to store and push the data to the Graphics.DrawMeshInstanced
command. This example is a little more advanced than the previous one since we want to
take advantage of pointers and implicit casting for the Mathematics library, which is
Burst friendly.
Jobs Content
All jobs are found in the Boids.cs
file. For the jobs used in the InstancedBoidsRunner.cs
,
take a look at the BoidsOnlyPointer.cs
file. Comments have been added where appropriate to
explain the content and how this is set up.
Notes
Feel free to use this content if you would like to use it in your projects.