This document is about: QUANTUM 3
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Materialization


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Introduction

The process of creating an entity or component instance from a Component Prototype or Entity Prototype is called Materialization .

The materialization of scene prototypes baked into the map asset follow the same rules and execution flow as the materialization of instances created by code using the Frame.Create API.

Prototype vs Instance

The component instances and entity instances are part of the game state; in other words they can be manipulated at runtime. Components declared in the DSL are used to generate their corresponding Component Prototypes. The code generated prototypes follow the naming convention MyComponentPrototype.

Component Prototypes and Entity Prototypes are both assets; this means they are not part of the game state, they are immutable at runtime and have to be identical for all clients at all time. Each Component Prototype has a ComponentPrototypeRef which can be used to find it the corresponding asset using the Frame.FindPrototype<MyComponentNamePrototype>(MyComponentPrototypeRef).

Component Prototypes

It is possible to extend a Component Prototype to include data which may not be directly used in materialization. This allows, for example, to have shared data between instances of a particular component or exclude read-only data from the frame to keep the game state slim.

Code generated Component Prototypes are partial classes which can be easily extended:

  1. Create a C# file called MyComponentNamePrototype.Partial.cs;
  2. Place the body of the script into the Quantum.Prototypes namespace;

It is then possible to add extra data to the Component Prototype asset and implement the partial MaterializeUser() method to add custom materialization logic.

If a component prototype needs to have an additional Unity prototype adapter being generated, it will not be emit as partial by default. For a workaround, please check Unity prototype adapters section.

Example

The following example presents the materialization of the Vehicle component as found in the Arcade Racing Template.

The Vehicle component holds mainly dynamic values computed at runtime. Since, per design choice, these variables should not be initialized in the Untiy Editor, the component definition in the DSL uses the ExcludeFromPrototype attribute on those parameters to exclude them from the VehiclePrototype asset designers can manipulate in the Unity editor. The Nitro parameter is only part that can be edited to allow designers to decide with how much nitro a specific Vehicle is initialized.

C#

component Vehicle 
{
    [ExcludeFromPrototype] 
    ComponentPrototypeRef Prototype;

    [ExcludeFromPrototype]
    Byte Flags;
    [ExcludeFromPrototype]
    FP Speed;
    [ExcludeFromPrototype]
    FP ForwardSpeed;
    [ExcludeFromPrototype]
    FPVector3 EngineForce;
    [ExcludeFromPrototype]
    FP WheelTraction;

    [ExcludeFromPrototype]
    FPVector3 AvgNormal;

    [ExcludeFromPrototype]
    array<Wheel>[4] Wheels;

    FP Nitro;
}

The VehiclePrototype asset is extended to provide designers with customizable read-only parameters. The VehiclePrototype asset can thus hold shared values for all instances of a specific vehicle entity prototype "type". The Prototype parameter in the Vehicle component is of type ComponentPrototypeRef which is the component specific equivalent to AssetRef. To populate it, the partial MaterializeUser() method is used to assign the reference of the VehiclePrototype.

C#

using Photon.Deterministic;
using Quantum.Inspector;
using System;

namespace Quantum.Prototypes
{
public unsafe partial class VehiclePrototype
{
    // PUBLIC METHODS

    [Header("Engine")]
    public FP EngineForwardForce = 130;
    public FP EngineBackwardForce = 120;
    public FPVector3 EngineForcePosition;
    public FP ApproximateMaxSpeed = 20;

    [Header("Hand Brake")]
    public FP HandBrakeStrength = 10;
    public FP HandBrakeTractionMultiplier = 1;

    [Header("Resistances")]
    public FP AirResistance = FP._0_02;
    public FP RollingResistance = FP._0_10 * 6;
    public FP DownForceFactor = 0;
    public FP TractionGripMultiplier = 10;
    public FP AirTractionDecreaseSpeed = FP._0_50;

    [Header("Axles")]
    public AxleSetup FrontAxle = new AxleSetup();
    public AxleSetup RearAxle = new AxleSetup();

    [Header("Nitro")]
    public FP MaxNitro = 100;
    public FP NitroForceMultiplier = 2;

    // PARTIAL METHODS
    partial void MaterializeUser(Frame frame, ref Vehicle result, in PrototypeMaterializationContext context)
    {
        result.Prototype = context.ComponentPrototypeRef;
    }
    
    [Serializable]
    public class AxleSetup
    {
        public FPVector3 PositionOffset;
        public FP Width = 1;
        public FP SpringForce = 120;
        public FP DampingForce = 175;
        public FP SuspensionLength = FP._0_10 * 6;
        public FP SuspensionOffset = -FP._0_25;
    }
}
}

The parameters in the VehiclePrototype hold values necessary to compute the dynamic values found in the component instance which impact the behaviour of the entity to which the Vehicle component is attached. For example, when a player picks up additional Nitro, the value held in the Vehicle component is clamped to the MaxNitro value found in the VehiclePrototype. This enforces the limits under penality of desynchronization and keeps the game state slim.

C#

namespace Quantum
{
    public unsafe partial struct Vehicle
    {
        public void AddNitro(Frame frame, EntityRef entity, FP amount)
        {
            var prototype = frame.FindPrototype<Vehicle_Prototype>(Prototype);
            Nitro = FPMath.Clamp(Nitro + amount, 0, prototype.MaxNitro);
        }
    }
}

Materialization Order

Every Entity Prototype's materialization, including the scene prototypes, executes the following steps in order:

  1. An empty entity is created.
  2. For each Component Prototype contained in the Entity Prototype:
    1. the component instance is created on the stack;
    2. the Component Prototype is materialized into the component instance;
    3. MaterializeUser() is called (though implementing this is optional) ; and,
    4. the component is added to the entity which triggers the ISignalOnComponentAdded<MyComponent> signal.
  3. ISignalOnEntityPrototypeMaterialized is invoked for each materialized entity.
    • Load Map / Scene: the signal is invoked for all entity & Entity Prototype pair after all scene prototypes have been materialized.
    • Created with Frame.Create(): the signal is invoked immediately after the prototype has been materialized.

The Component Prototype materialization step materializes default components in a predetermined order.

C#

Transform2D
Transform3D
Transform2DVertical
PhysicsCollider2D
PhysicsBody2D
PhysicsCollider3D
PhysicsBody3D
PhysicsJoints2D
PhysicsJoints3D
PhysicsCallbacks2D
PhysicsCallbacks3D
CharacterController2D
CharacterController3D
NavMeshPathfinder
NavMeshSteeringAgent
NavMeshAvoidanceAgent
NavMeshAvoidanceObstacle
View
MapEntityLink

Once all default components have been materialized, the user defined components are materialized in alphabetically order.

C#

MyComponentAA
MyComponentBB
MyComponentCC
...

Unity Prototype Adapters

If any field of a component uses ReplaceTypeHintAttribute or is one of following types:

  • EntityRef
  • EntityPrototypeRef
  • ComponentPrototypeRef
  • ComponentPrototypeRef<T>

Then Quantum will generate an additional component prototype adapter type. Adapter types are placed in Quantum.Prototypes.Unity namespace and have the same fields as their source prototypes, with an exception of following type replacements taking place:

  • EntityRef -> QuantumEntityPrototype
  • EntityPrototypeRef -> QUnityEntityPrototypeRef
  • ComponentPrototypeRef -> QUnityComponentPrototypeRef
  • ComponentPrototypeRef<T> -> QUnityComponentPrototypeRef<T>
  • [ReplaceTypeHintAttribute] argument used instead of the field type

If an adapter is generated, Unity MonoBehaviour-based prototype wrappers will use it instead of the prototype. That way prototypes appear to work with Unity Object references, while still being simulation compatible.

Most of the time this is completely transparent to user. However, this process has a side effect of preventing component prototype from being emit as partial. The reason is the adapter's fields and conversion should be in sync with the source prototype, but once partial classes are involved, the code generation has no way of knowing what has been added. [CodeGen(ForcePartialPrototype)] attribute can be used to enforce partial component prototype, but make sure to implement the adapter's ConvertUser method in such case.

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