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Question by krystian904 · Oct 14, 2021 at 11:26 AM · dots

How to multithread GameObject steering AI with Jobs System

Hi,

I have problem with Job System. I want to send many GameObject to to IJob struct but I cant to send input List and NativeList. I want to execute parts GameObject put to many threads, but I don't know how.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using Unity.Jobs;
 using Unity.Collections;
 using Unity.Burst;
 public class carsAI : MonoBehaviour
 {
     public List<GameObject> objects; // -> sends only parts objects to execute 
     void Update ()
     {
        // how to gets parts from the list object and execute in to many threads
     }
 }
 [BurstCompile]
 public struct driveCar : IJob
 {
     private NativeList<GameObject> objectToJobs; 
     public void Execute()
     {
        foreach (GameObject c in objectToJobs) Debug.Log(c.name);
     }
 }
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Answer by andrew-lukasik · Oct 19, 2021 at 09:56 PM

I'm not 100% sure what you want to know, but provided code sample lets me guess some of the problems here. If nothing else remember this:

Burst-compiled (i.e. fast) IJob cannot reference any class type. GameObject is a class so it must be replaced with something else that is a struct (or struct of structs).


Here is a code example of an AI behavior to blindly follow given path. It should answer most of the question marks here: link text link text

CarsAISystem.cs

 // src*: https://gist.github.com/andrew-raphael-lukasik/d65b2d97d88767b938cf226c15216480
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Jobs;
 using Unity.Mathematics;
 using Unity.Jobs;
 using Unity.Collections;
 using Unity.Transforms;
 
 public class CarsAISystem : MonoBehaviour
 {
     [SerializeField] GameObject _carPrefab = null;
     [SerializeField] float _topSpeed = 4;
     [SerializeField] float _acceleration = 2;
     [SerializeField] float _turningRate = 1;
     [SerializeField][Range(0,1)] float _performanceVariation = 0.2f;
     [SerializeField] int _numberOfCarsToSpawn = 10;
 
     Transform[] _cars = null;
     TransformAccessArray _carsTransformAccess;
     NativeArray<int> _carWaypointData;
     NativeArray<float> _carSpeedData;
     NativeArray<float> _carPerformanceData;
 
     [SerializeField] Transform[] _waypoints = new Transform[2];
     NativeArray<float3> _pathVertices;
     
     JobHandle Dependency = default(JobHandle);
     
     void Awake ()
     {
         _cars = new Transform[ _numberOfCarsToSpawn ];
         for( int i=0 ; i<_numberOfCarsToSpawn ; i++ )
         {
             _cars[i] = GameObject.Instantiate(
                 original:    _carPrefab ,
                 position:    (float3)UnityEngine.Random.insideUnitSphere * new float3{ x=30 , y=0 , z=30 } ,
                 rotation:    Quaternion.identity
             ).transform;
         }
         _carsTransformAccess = new TransformAccessArray( _cars );
         _carSpeedData = new NativeArray<float>( _cars.Length , Allocator.Persistent );
         _carPerformanceData = new NativeArray<float>( _cars.Length , Allocator.Persistent );
         for( int i=0 ; i<_carPerformanceData.Length ; i++ )
             _carPerformanceData[i] = UnityEngine.Random.Range( 1f-_performanceVariation , 1f+_performanceVariation );
 
         _pathVertices = new NativeArray<float3>( _waypoints.Length , Allocator.Persistent );
         for( int i=0 ; i<_pathVertices.Length ; i++ )
             _pathVertices[i] = _waypoints[i].position;
 
         _carWaypointData = new NativeArray<int>( _cars.Length , Allocator.Persistent );
         for( int i=0 ; i<_carWaypointData.Length ; i++ )
             _carWaypointData[i] = UnityEngine.Random.Range( 0 , _pathVertices.Length );
     }
 
     void OnDestroy ()
     {
         Dependency.Complete();
         if( _pathVertices.IsCreated ) _pathVertices.Dispose();
         if( _carsTransformAccess.isCreated ) _carsTransformAccess.Dispose();
         if( _carWaypointData.IsCreated ) _carWaypointData.Dispose();
         if( _carSpeedData.IsCreated ) _carSpeedData.Dispose();
         if( _carPerformanceData.IsCreated ) _carPerformanceData.Dispose();
     }
 
     void Update ()
     {
         Dependency.Complete();
         
         var job = new FollowWaypoints{
             DeltaTime        = Time.deltaTime ,
             TopSpeed        = _topSpeed ,
             Acceleration    = _acceleration ,
             TurningRate        = _turningRate ,
             
             Path            = _pathVertices ,
             Waypoint        = _carWaypointData ,
             Speed            = _carSpeedData ,
             Performance        = _carPerformanceData
         };
         Dependency = job.Schedule( _carsTransformAccess , Dependency );
     }
 
     #if UNITY_EDITOR
     void OnDrawGizmos ()
     {
         int length = _waypoints.Length;
         for( int i=0 ; i<length ; i++ )
         {
             var a = _waypoints[i];
             var b = _waypoints[(i+1)%length];
             if( a && b ) Gizmos.DrawLine( a.position , b.position );
         }
     }
     #endif
 
     [Unity.Burst.BurstCompile]
     public struct FollowWaypoints : IJobParallelForTransform
     {
         public float DeltaTime, TopSpeed, Acceleration, TurningRate;
         [NativeDisableParallelForRestriction] public NativeArray<float3> Path;
         public NativeArray<int> Waypoint;
         public NativeArray<float> Speed;
         public NativeArray<float> Performance;
         void IJobParallelForTransform.Execute ( int index , TransformAccess transform )
         {
             float3 position = transform.position;
             float3 forward = math.mul( transform.rotation , new float3{ z=1 } );
             float performance = Performance[index];
             float3 waypointPos = Path[ Waypoint[index] ];
 
             // switch waypoints:
             if( math.lengthsq(waypointPos-position)<math.pow(Speed[index],2f) )
             {
                 // will be there in about a second, lets select next waypoint
                 int next = ( Waypoint[index] +1 )%Path.Length;
                 Waypoint[index] = next;
                 waypointPos = Path[next];
             }
 
             // steering control:
             float3 desiredForward = math.normalize( waypointPos - position );
             float makeSteeringDecreseWithSpeed = math.lerp( 2f , 1f , math.saturate(math.pow(Speed[index]/TopSpeed,2f)) );
             transform.rotation = math.slerp(
                 transform.rotation , quaternion.LookRotation( desiredForward , new float3{y=1} ) ,
                 math.saturate( makeSteeringDecreseWithSpeed * TurningRate*performance * DeltaTime )
             );
 
             // speed control:
             float makeDesiredSpeedDependOnAngleToTarget = math.dot( forward , desiredForward );
             float desiredSpeed = TopSpeed*performance * makeDesiredSpeedDependOnAngleToTarget;
             float desiredSpeedDiff = desiredSpeed - Speed[index];
             Speed[index] += math.min( math.abs(desiredSpeedDiff) , Acceleration*performance ) * math.sign(desiredSpeedDiff) * DeltaTime;
             transform.position += (Vector3)( forward * Speed[index] * DeltaTime );
         }
     }
     
 }

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avatar image krystian904 · Oct 21, 2021 at 06:58 AM 0
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your anwser is amaizing. very thank you.

avatar image andrew-lukasik · Oct 21, 2021 at 10:14 AM 0
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( I updated FollowWaypoints to make it a bit easier to understand )

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