/ecs-unityintegration

UnityEditor integration for LeoECS Entity Component System framework.

Primary LanguageC#MIT LicenseMIT

gitter license

Unity integration for Entity Component System framework

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.

Installation

As unity module

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",

As source

If you can't / don't want to use unity modules, code can be downloaded as sources archive of required release from Releases page.

Editor integration

EcsWorld observer

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.

EcsSystems observer

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
    }
}

FAQ

I can't edit component fields at any ecs-entity observer.

By design, observer works as readonly copy of ecs world data - you can copy value, but not change it.

I want to create custom inspector view for my component.

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--;
    }
}

License

The software released under the terms of the MIT license.

No support or any guarantees, no personal help.

Special thanks (List sorted in back order, from high to low donations)