Unity integration for ECS framework.
Important! It's "structs-based" version, if you search "classes-based" version - check classes-based branch!
C#7.3 or above required for this framework.
Tested on unity 2019.1 (dependent on Unity engine) and contains assembly definition for compiling to separate assembly file for performance reason.
Dependent on ECS framework - ECS framework should be imported to unity project first.
This repository can be installed as unity module directly from git url. In this way new line should be added to Packages/manifest.json
:
"com.leopotam.ecs-unityintegration": "https://github.com/Leopotam/ecs-unityintegration.git",
By default last released version will be used. If you need trunk / developing version then develop
name of branch should be added after hash:
"com.leopotam.ecs-unityintegration": "https://github.com/Leopotam/ecs-unityintegration.git#develop",
If you can't / don't want to use unity modules, code can be downloaded as sources archive of required release from Releases page.
Integration can be processed with one call of LeopotamGroup.Ecs.UnityIntegration.EcsWorldObserver.Create()
metod - this call should be wrapped to #if UNITY_EDITOR
preprocessor define:
public class Startup : MonoBehaviour {
EcsSystems _systems;
void Start () {
var world = new EcsWorld ();
#if UNITY_EDITOR
UnityIntegration.EcsWorldObserver.Create (world);
#endif
_systems = new EcsSystems(world)
.Add (new RunSystem1());
// Additional initialization here...
_systems.Initialize ();
}
}
Observer must be created before any entity will be created in ecs-world.
Integration can be processed with one call of LeopotamGroup.Ecs.UnityIntegration.EcsSystemsObserver.Create()
metod - this call should be wrapped to #if UNITY_EDITOR
preprocessor define:
public class Startup : MonoBehaviour {
EcsSystems _systems;
void Start () {
var world = new EcsWorld ();
#if UNITY_EDITOR
UnityIntegration.EcsWorldObserver.Create (world);
#endif
_systems = new EcsSystems(world)
.Add (new RunSystem1());
// Additional initialization here...
_systems.Initialize ();
#if UNITY_EDITOR
UnityIntegration.EcsSystemsObserver.Create (_systems);
#endif
}
}
By design, observer works as readonly copy of ecs world data - you can copy value, but not change it.
Custom component MyComponent1
:
public enum MyEnum { True, False }
public class MyComponent1 {
public MyEnum State;
public string Name;
}
Inspector for MyComponent1
(should be placed in Editor
folder):
class MyComponent1Inspector : IEcsComponentInspector {
Type IEcsComponentInspector.GetFieldType () {
return typeof (MyComponent1);
}
void IEcsComponentInspector.OnGUI (string label, object value, EcsWorld world, ref EcsEntity entityId) {
var component = value as MyComponent1;
EditorGUILayout.LabelField (label, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.EnumPopup ("State", component.State);
EditorGUILayout.TextField ("Name", component.Name);
EditorGUI.indentLevel--;
}
}
The software released under the terms of the MIT license.
No support or any guarantees, no personal help.