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Question by Gorgodon · May 30, 2020 at 06:17 AM · physicsdots

Scheduling and dependency issues in dots.

Hey, guys I finally got the distance check to work but my fps is really low (40 fps) for only 500 entities. I have to call JobHandle.Complete() on the job that does the check. If I don't call complete there is a dependency issue with other physics jobs.

 using Unity.Physics;
 using Unity.Physics.Systems;
 using Unity.Transforms;
 using Unity.Mathematics;
 
 namespace Assets.Code.Scripts.Movement.Flocking.ECS.Systems.V2
 {
     public class NeighbourSystem : JobComponentSystem
     {
         private EntityQuery query;
         private BuildPhysicsWorld physicsSystem;
         protected override void OnCreate()
         {
             this.physicsSystem = World.GetOrCreateSystem<BuildPhysicsWorld>();
             this.query = GetEntityQuery(
                 ComponentType.ReadOnly<Translation>(),
                 new ComponentType(typeof(NeighbourElement)));
         }
 
         protected override JobHandle OnUpdate(JobHandle inputDependencies)
         {
             NeighbourJob job = new NeighbourJob
             {
                 collisionWorld = this.physicsSystem.PhysicsWorld,
                 translationGroup = GetArchetypeChunkComponentType<Translation>(),
                 neighbourGroup = GetArchetypeChunkBufferType<NeighbourElement>(),
                 colliderGroup = GetArchetypeChunkComponentType<PhysicsCollider>(),
                 rotationGroup = GetArchetypeChunkComponentType<Rotation>(),
                 entityGroup = GetArchetypeChunkEntityType()
             };
             JobHandle handle = job.Schedule(this.query, inputDependencies);
             handle.Complete();
             return handle;
         }
     }
 
     [BurstCompile]
     public struct NeighbourJob : IJobChunk
     {
         public PhysicsWorld collisionWorld;
 
         [ReadOnly] public ArchetypeChunkComponentType<Translation> translationGroup;
         [ReadOnly] public ArchetypeChunkComponentType<PhysicsCollider> colliderGroup;
         [ReadOnly] public ArchetypeChunkComponentType<Rotation> rotationGroup;
         [ReadOnly] public ArchetypeChunkEntityType entityGroup;
 
         public ArchetypeChunkBufferType<NeighbourElement> neighbourGroup;
 
 
         public unsafe void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
         {
             NativeArray<Translation> translations = chunk.GetNativeArray(this.translationGroup);
             BufferAccessor<NeighbourElement> neighbourArray = chunk.GetBufferAccessor(this.neighbourGroup);
             NativeArray<PhysicsCollider> colliders = chunk.GetNativeArray(this.colliderGroup);
             NativeArray<Rotation> rotations = chunk.GetNativeArray(this.rotationGroup);
             NativeArray<Entity> entities = chunk.GetNativeArray(this.entityGroup);
 
             for (int i = 0; i < chunk.Count; i++)
             {
                 ColliderDistanceInput distanceInput = new ColliderDistanceInput
                 {
                     Collider = colliders[i].ColliderPtr,
                     Transform = new RigidTransform(rotations[i].Value, translations[i].Value),
                     MaxDistance = 0.5f
                 };
                 NativeList<DistanceHit> hits = new NativeList<DistanceHit>(Allocator.Temp);
                 //this.collisionWorld.CalculateDistance(distanceInput,ref hits);
                 neighbourArray[i].Clear();
                 for (int j = 0; j < hits.Length; j++)
                 {
                     Entity hitEntity = hits[j].Entity;
                     if(entities[i] == hitEntity)
                         continue;
                     neighbourArray[i].Add(new NeighbourElement {neighbour = hits[j].Entity});
                 }
 
                 hits.Dispose();
             }
         }
     }
 
 }


without handle.Complete() the error is:

 InvalidOperationException: The previously scheduled job NeighbourJob writes to the Unity.Collections.NativeArray`1[Unity.Physics.BoundingVolumeHierarchy+Node] NeighbourJob.JobData.collisionWorld.CollisionWorld.Broadphase.m_StaticTree.Nodes. You must call JobHandle.Complete() on the job NeighbourJob, before you can read from the Unity.Collections.NativeArray`1[Unity.Physics.BoundingVolumeHierarchy+Node] safely.
 Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckReadAndThrowNoEarlyOut (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle handle) (at <b53f6837a4614744b595be69da4cbb29>:0)
 Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckReadAndThrow (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle handle) (at <b53f6837a4614744b595be69da4cbb29>:0)
 Unity.Collections.LowLevel.Unsafe.NativeArrayUnsafeUtility.GetUnsafeReadOnlyPtr[T] (Unity.Collections.NativeArray`1[T] nativeArray) (at <b53f6837a4614744b595be69da4cbb29>:0)
 Unity.Physics.BoundingVolumeHierarchy..ctor (Unity.Collections.NativeArray`1[T] nodes, Unity.Collections.NativeArray`1[T] nodeFilters) (at Library/PackageCache/com.unity.physics@0.3.2-preview/Unity.Physics/Collision/Geometry/BoundingVolumeHierarchy.cs:26)
 Unity.Physics.Broadphase+Tree.get_BoundingVolumeHierarchy () (at Library/PackageCache/com.unity.physics@0.3.2-preview/Unity.Physics/Collision/World/Broadphase.cs:359)
 Unity.Physics.Broadphase.ScheduleStaticTreeBuildJobs (Unity.Physics.PhysicsWorld& world, System.Int32 numThreadsHint, Unity.Collections.NativeArray`1[T] shouldDoWork, Unity.Jobs.JobHandle inputDeps) (at Library/PackageCache/com.unity.physics@0.3.2-preview/Unity.Physics/Collision/World/Broadphase.cs:197)
 Unity.Physics.Broadphase.ScheduleBuildJobs (Unity.Physics.PhysicsWorld& world, System.Single timeStep, Unity.Mathematics.float3 gravity, Unity.Collections.NativeArray`1[T] buildStaticTree, Unity.Jobs.JobHandle inputDeps, System.Int32 threadCountHint) (at Library/PackageCache/com.unity.physics@0.3.2-preview/Unity.Physics/Collision/World/Broadphase.cs:157)
 Unity.Physics.CollisionWorld.ScheduleBuildBroadphaseJobs (Unity.Physics.PhysicsWorld& world, System.Single timeStep, Unity.Mathematics.float3 gravity, Unity.Collections.NativeArray`1[T] buildStaticTree, Unity.Jobs.JobHandle inputDeps, System.Int32 threadCountHint) (at Library/PackageCache/com.unity.physics@0.3.2-preview/Unity.Physics/Collision/World/CollisionWorld.cs:82)
 Unity.Physics.Systems.BuildPhysicsWorld.OnUpdate (Unity.Jobs.JobHandle inputDeps) (at Library/PackageCache/com.unity.physics@0.3.2-preview/Unity.Physics/ECS/Systems/BuildPhysicsWorld.cs:241)
 Unity.Entities.JobComponentSystem.Update () (at Library/PackageCache/com.unity.entities@0.11.0-preview.7/Unity.Entities/JobComponentSystem.cs:141)
 Unity.Entities.ComponentSystemGroup.UpdateAllSystems () (at Library/PackageCache/com.unity.entities@0.11.0-preview.7/Unity.Entities/ComponentSystemGroup.cs:445)
 UnityEngine.Debug:LogException(Exception)
 Unity.Debug:LogException(Exception) (at Library/PackageCache/com.unity.entities@0.11.0-preview.7/Unity.Entities/Stubs/Unity/Debug.cs:19)
 Unity.Entities.ComponentSystemGroup:UpdateAllSystems() (at Library/PackageCache/com.unity.entities@0.11.0-preview.7/Unity.Entities/ComponentSystemGroup.cs:450)
 Unity.Entities.ComponentSystemGroup:OnUpdate() (at Library/PackageCache/com.unity.entities@0.11.0-preview.7/Unity.Entities/ComponentSystemGroup.cs:398)
 Unity.Entities.ComponentSystem:Update() (at Library/PackageCache/com.unity.entities@0.11.0-preview.7/Unity.Entities/ComponentSystem.cs:109)
 Unity.Entities.DummyDelegateWrapper:TriggerUpdate() (at Library/PackageCache/com.unity.entities@0.11.0-preview.7/Unity.Entities/ScriptBehaviourUpdateOrder.cs:192)


How can I schedule the job so I don't have to complete it on the main thread?

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