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how to capsule cast from within Entities.ForEach job? ECS
Hello, I am trying to make a character controller in pure ECS and I am having a lot of trouble getting a capsule cast to work, I have tried every example I can and I just can't get any combination to work.
Here is my code so you can see what I am trying:
using Unity.Entities;
using Unity.Jobs;
using Unity.Transforms;
using Unity.Mathematics;
using Unity.Physics;
public class CharacterControllerSystem : JobComponentSystem
{
protected unsafe override JobHandle OnUpdate(JobHandle inputDeps)
{
JobHandle job = Entities.ForEach((ref CharacterControllerData characterController, ref Translation translation, in PhysicsCollider collider) =>
{
var physicsWorldSystem = World.DefaultGameObjectInjectionWorld.GetExistingSystem<Unity.Physics.Systems.BuildPhysicsWorld>();
var collisionWorld = physicsWorldSystem.PhysicsWorld.CollisionWorld;
var filter = new CollisionFilter()
{
BelongsTo = ~0u,
CollidesWith = ~0u,
GroupIndex = 0
};
CapsuleGeometry capsuleGeometry = new CapsuleGeometry() { Vertex0 =translation.Value, Vertex1 = translation.Value + new float3(0,1,0), Radius = .2f};
BlobAssetReference<Collider> capsuleCollider = CapsuleCollider.Create(capsuleGeometry, filter);
var input = new ColliderCastInput()
{
Collider = (Collider*)capsuleCollider.GetUnsafePtr(),
Orientation = quaternion.identity,
Start = translation.Value,
End = translation.Value + new float3(0, -100, 0),
};
ColliderCastHit hit = new ColliderCastHit();
if (collisionWorld.CastCollider(input, out hit))
translation.Value = hit.Position;
characterController.moveDelta = float3.zero;
}).Schedule(inputDeps);
job.Complete();
return inputDeps;
}
}
I realize that I could probably get it to work on the main thread but I want it to be as performant as possible, thus running it in a job. I know that the code can run in a job because I have seen examples but I don't know why it's not working here. The current error I am getting is:
InvalidOperationException: The native container has been declared as [WriteOnly] in the job, but you are reading from it.
Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckReadAndThrowNoEarlyOut (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle handle) (at <23a7799da2e941b88c6db790c607d655>:0)
Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckReadAndThrow (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle handle) (at <23a7799da2e941b88c6db790c607d655>:0)
Unity.Collections.LowLevel.Unsafe.NativeArrayUnsafeUtility.GetUnsafeReadOnlyPtr[T] (Unity.Collections.NativeArray`1[T] nativeArray) (at <23a7799da2e941b88c6db790c607d655>: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.CastCollider[T] (Unity.Physics.ColliderCastInput input, Unity.Collections.NativeSlice`1[T] rigidBodies, T& collector) (at Library/PackageCache/com.unity.physics@0.3.2-preview/Unity.Physics/Collision/World/Broadphase.cs:524)
Unity.Physics.CollisionWorld.CastCollider[T] (Unity.Physics.ColliderCastInput input, T& collector) (at Library/PackageCache/com.unity.physics@0.3.2-preview/Unity.Physics/Collision/World/CollisionWorld.cs:209)
Unity.Physics.QueryWrappers.ColliderCast[T] (T& target, Unity.Physics.ColliderCastInput input, Unity.Physics.ColliderCastHit& result) (at Library/PackageCache/com.unity.physics@0.3.2-preview/Unity.Physics/Collision/Queries/Collidable.cs:134)
Unity.Physics.CollisionWorld.CastCollider (Unity.Physics.ColliderCastInput input, Unity.Physics.ColliderCastHit& closestHit) (at Library/PackageCache/com.unity.physics@0.3.2-preview/Unity.Physics/Collision/World/CollisionWorld.cs:205)
CharacterControllerSystem+<>c__DisplayClass_OnUpdate_LambdaJob0.OriginalLambdaBody (CharacterControllerData& characterController, Unity.Transforms.Translation& translation, Unity.Physics.PhysicsCollider& collider) (at Assets/Scripts/Systems/CharacterControllerSystem.cs:38)
CharacterControllerSystem+<>c__DisplayClass_OnUpdate_LambdaJob0.IterateEntities (Unity.Entities.ArchetypeChunk& chunk, CharacterControllerSystem+<>c__DisplayClass_OnUpdate_LambdaJob0+LambdaParameterValueProviders+Runtimes& runtimes) (at <77b6acafb1f146aca4bbf50c83211b59>:0)
CharacterControllerSystem+<>c__DisplayClass_OnUpdate_LambdaJob0.Execute (Unity.Entities.ArchetypeChunk chunk, System.Int32 chunkIndex, System.Int32 firstEntityIndex) (at <77b6acafb1f146aca4bbf50c83211b59>:0)
Unity.Entities.JobChunkExtensions+JobChunkProducer`1[T].ExecuteInternal (Unity.Entities.JobChunkExtensions+JobChunkWrapper`1[T]& jobWrapper, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) (at Library/PackageCache/com.unity.entities@0.11.0-preview.7/Unity.Entities/IJobChunk.cs:275)
Unity.Entities.JobChunkExtensions+JobChunkProducer`1[T].Execute (Unity.Entities.JobChunkExtensions+JobChunkWrapper`1[T]& jobWrapper, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) (at Library/PackageCache/com.unity.entities@0.11.0-preview.7/Unity.Entities/IJobChunk.cs:249)
Is there a better way to do it that is still performant and could work in a component?
Answer by LightningDalek · Jul 07, 2020 at 06:03 PM
I figured out how to fix it, you have to get the physics world before the foreach and mark the variable as read only by adding .AsReadOnly(variable here) to the ForEach() like this:
Entities.AsReadOnly(collisionWorld).ForEach()
Your answer
