DOTS ECS UNITY HOLY GRAIL part 2: Use your gameObject game with ECS/DOTS

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Published on ● Video Link: https://www.youtube.com/watch?v=7Fo-qXfFKWc



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My game has 4 flight modes:
aeroX_GameObject= WW2 style, your velocity vector gets normalized to your facing non stop. Like Xwing.
Vector_GameObject = Like asteroids, you go in the direction of your velocity acted upon thrust like Asteroids.
aeroX_Entity= WW2 style, your velocity vector gets normalized to your facing non stop. Like Xwing. Now in ECS
Vector_Entity = Like asteroids, you go in the direction of your velocity acted upon thrust like Asteroids. Now in ECS.

Vector collisions are happy, but normalizing the vector forward in aeroX means the spin off deflection after collision gets annihilated by player input. So I shift player control to Vector(asteroid) after collisions for 6 seconds with limited control that scales to more control as the 6 seconds goes, then it flips to aeroX WW2(xwing) controls. Player doesn't notice the fudge, besides collisions are like one of those arcade gimmick shakes, you want to lose some control.

This is awesome stuff. I use a single player controller for gameobject and entities. One edit changes both realms. I'll give simpler explanation later.







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