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Question by FederalRazer89 · Nov 29, 2021 at 03:35 AM · raycastdotsparallel

How to raycast on multi core ECS

I am have trouble trying to replicate the ScheduleBatchRayCast from the ECS documentation. Have been trying for a while and was able to make a burstcomplied version in mono but i want to raycast in ECS on multiple threads. The Errors i get is about the native containers or references, and when i correct one error then i get another error.


Can anyone point out what i am doing wrong and possible how to correct it? Would like to have a working example so i have something i can experiment with.


 public class ECSRaycastTesting : SystemBase
 {
 
     private BuildPhysicsWorld buildPhysicsWorldSystem;
     private NativeList<RaycastInput> raycastInputs;
     private NativeList<RaycastHit> raycastHitList;
 
     protected override void OnCreate()
     {
 
         buildPhysicsWorldSystem = World.GetExistingSystem<BuildPhysicsWorld>();
 
     }
 
     protected override void OnUpdate()
     {
         NativeList<RaycastInput> raycastInputs = new NativeList<RaycastInput>(Allocator.TempJob);
         NativeList<RaycastHit> raycastHitList = new NativeList<RaycastHit>(Allocator.TempJob);
 
         var collisionWorld = buildPhysicsWorldSystem.PhysicsWorld.CollisionWorld;
         var raycastCollection = ScheduleBatchRayCast(collisionWorld, raycastInputs,raycastHitList);
 
 
 
         Entities.ForEach((ref ECSRaycastTestingData ecsRaycastTestingData, in Translation translation) =>
         {
 
 
             for (int i = 0; i < ecsRaycastTestingData.raycastAmount; i++)
             {
                 float angle = 36 * i;
                 float3 startPos = math.mul(quaternion.RotateY(angle), new float3(0, 0, 0.25f));
 
                 RaycastInput ray = new RaycastInput()
                 {
                     Start = translation.Value + startPos,
                     End = translation.Value + (startPos + new float3(0, -5, 0)),
                     Filter = CollisionFilter.Default
 
                 };
                 RaycastHit hit;
                 collisionWorld.CastRay(ray, out hit);
 
 
                 raycastHitList.Add(hit);
                 raycastInputs.Add(ray);
 
             };
 
             raycastCollection.Complete();
             raycastInputs.Dispose();
             raycastHitList.Dispose();
 
         }).Schedule();
 
         buildPhysicsWorldSystem.AddInputDependencyToComplete(Dependency);
 
     }
 
 
 
 
     [BurstCompile]
     public struct RaycastJob : IJobParallelFor
     {
         [ReadOnly] public Unity.Physics.CollisionWorld collisionWorld;
         [ReadOnly] public NativeArray<Unity.Physics.RaycastInput> raycastInput;
         public NativeArray<Unity.Physics.RaycastHit> raycastHit;
 
         public void Execute(int index)
         {
             RaycastHit hit;
             collisionWorld.CastRay(raycastInput[index], out hit);
             raycastHit[index] = hit;
         }
     }
 
     public static JobHandle ScheduleBatchRayCast(Unity.Physics.CollisionWorld collisionWorld, NativeArray<Unity.Physics.RaycastInput> raycastInput, NativeArray<Unity.Physics.RaycastHit> raycastHit)
     {
         JobHandle rcj = new RaycastJob
         {
             raycastInput = raycastInput,
             raycastHit = raycastHit,
             collisionWorld = collisionWorld
 
         }.Schedule(raycastInput.Length, 10);
         return rcj;
     }
 }


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