25-04-2026, 10:49 PM
Hi,
Thanks for the reply.
- GameObjects will get entities, this does not mean entities based project will need to have GameObjects afaik.
- The update of e.g. ObiSolver Inertial Frame fetches transform.position and cause transform jobs to cause a sync point and wait, this _can_ be big performance sink if you run a lot of jobs.
I understand the hesitation to do anything since it doesn't seem to be too _far_ away and a lot of things might be unecessary.
It would however, give us who use ECS a bunch of neat functionality to e.g. optimize what colliders we enable for Obi efficiently through jobs etc.
(I don't think this would be solved by unity when it's unified, but would instead have to be you to move the implementiaton to ECS (if you want to improve the UX here that is))
Anyway. You are not the only stakeholder in my issue here to get rid of gameObject dependency.
But I have another issue I would want support with;
My case is to have a character on a platform, I think my end goal is would be to have 100% wind linear + angular velocity from movement and interta from local movement on platform,
and only have partial from platform the playform.
When I move things with ECS and interpolate it with physics, I get a lot of jittery impulses from world velocity and linear inertia. (I think also for rotation, but I'm not rotating that fast to make it noticible) My guess here is that it happens by inaccuracies in deltas + interpolation between physics and obi. I tested to set 0 inertia, sim space local, and apply delta movement as wind, and it had same issue.
So first thought has been to apply the velocities manually through the wind property (I think applying physics based velocities would remove the jitter here) - but inertias makes it tricky.
I like the effect of inertialWind of having Simulation space in World. So I think optimal would be having custom methods to be able to specify the current delta translation/velocity (linear+angular).
Happy to hear your thoughts.
Thanks for the reply.
Quote:... so switching to Unity's ECS would yield absolutely no performance gains - the only improvements would be UX related.
- GameObjects will get entities, this does not mean entities based project will need to have GameObjects afaik.
- The update of e.g. ObiSolver Inertial Frame fetches transform.position and cause transform jobs to cause a sync point and wait, this _can_ be big performance sink if you run a lot of jobs.
I understand the hesitation to do anything since it doesn't seem to be too _far_ away and a lot of things might be unecessary.
It would however, give us who use ECS a bunch of neat functionality to e.g. optimize what colliders we enable for Obi efficiently through jobs etc.
(I don't think this would be solved by unity when it's unified, but would instead have to be you to move the implementiaton to ECS (if you want to improve the UX here that is))
Anyway. You are not the only stakeholder in my issue here to get rid of gameObject dependency.
But I have another issue I would want support with;
My case is to have a character on a platform, I think my end goal is would be to have 100% wind linear + angular velocity from movement and interta from local movement on platform,
and only have partial from platform the playform.
When I move things with ECS and interpolate it with physics, I get a lot of jittery impulses from world velocity and linear inertia. (I think also for rotation, but I'm not rotating that fast to make it noticible) My guess here is that it happens by inaccuracies in deltas + interpolation between physics and obi. I tested to set 0 inertia, sim space local, and apply delta movement as wind, and it had same issue.
So first thought has been to apply the velocities manually through the wind property (I think applying physics based velocities would remove the jitter here) - but inertias makes it tricky.
I like the effect of inertialWind of having Simulation space in World. So I think optimal would be having custom methods to be able to specify the current delta translation/velocity (linear+angular).
Happy to hear your thoughts.

