Jobs System Line of Sight Checking | AI Series Part 40
Published: 12 Jul 2022
Learn how you can implement the jobs system to improve the performance of Line of Sight checking for your AI!
In this Unity Tutorial you'll see the comparisons of the typical ways you might see line of sight implemented:
1. EnemyLineOfSightChecker.cs attached to each Enemy (worst performance, most likely this is what you'd start with)
2. EnemyLineOfSightManager.cs - Checking Line of Sight for all Enemies in a single Update() loop (better performance, but can be improved)
3. EnemyLineOfSightManager.cs - Checking Line of Sight via the Jobs system (best performance for large numbers of enemies!)
In this tutorial repository, all 3 methods are available for you to compare on your hardware.
You'll see that the jobs system is not a magic bullet, it solves specific problems such as tasks that can be highly parallelized. You can also use this to determine at which points the parallelization is more helpful than harmful (or just unnecessarily adds code complexity)!
As usual with the AI Series, we're using the NavMesh Components: https://docs.unity3d.com/Manual/NavMesh-BuildingComponents.html not the built-in navigation system.
๐จโ๐ป As always, all code from this video is available on GitHub: https://github.com/llamacademy/ai-series-part-40/
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๐ Resources:
โซ Jobs System Manual: https://docs.unity3d.com/Manual/JobSystemOverview.html
โซ Spherecast Command: https://docs.unity3d.com/ScriptReference/SpherecastCommand.html
โซ Allocator Types: https://docs.unity3d.com/Manual/JobSystemNativeContainer.html
โซ Unity Performance: https://docs.unity3d.com/Manual/BestPracticeUnderstandingPerformanceInUnity8.html
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