So far, I was creating entities by using EntityManager and Archetypes. However, you can also create GameObject with ECS components but using a proxy and later convert it into an entity.
So am I saying that we can convert GameObjects into Entities?!
Yes, we can!
We can either make GameObject into Game Object Entity or convert it into an Entity and destroy original GameObject.
But there is a catch!
Continue reading “ECS Proxy in Unity”
Some time ago, I made a post about coding animations in Unity. However, as we are currently on ECS topic, I thought that it might be a cool idea to make a little update to that!
If you haven’t seen the previous post about animations, I highly recommend doing so, before diving here!
Continue reading “Coding Animations with ECS in Unity”
Recently, I’ve encountered a problem with rendering sprites with ECS in Unity. And yes, I know, ECS is still in preview but why wouldn’t share some of my experience with it? 😜
ECS is a new way of programming in Unity, and I made a post with the introduction to it recently. You can check it here if you didn’t see it already. 😉
Back to today’s subject! You might ask, what is the problem with sprites in ECS?
Well… There is nothing like SpriteRenderer which we have now in Unity. This reminds me of the old days when we didn’t have any 2D components… Yeah, it was long ago… 😅
Continue reading “Sprite rendering with ECS in Unity”
Are you ready for ECS in Unity? I’m excited about it and couldn’t wait for the final release! Yes, as of now it’s still in preview (preview.33 – 0.0.12 to be exact) so be aware that content of this post might differ in the future.
But this won’t stop us from getting into it! You and I, we are early adopters. 🔥
What is ECS?
ECS stands for Entity Component System, and it’s a new way of programming in Unity oriented on performance first. It’s very different from the current approach with MonoBehaviours, as objects are split into new pieces.
Continue reading “Introduction to ECS in Unity”
Redo and Undo action is everywhere, but how it’s done? In most cases, developers use the Command Design Pattern which we implemented in Unity last time. So how can we extend it with undo and redo action? Let’s find out! 🔥
Because we did a lot in the last post about the Command Design Pattern, we will use it as our base. If you didn’t see it yet, it’s a great time to do so! I can wait. 😜
Ready? So let’s get into that!
There is a lot of places where undo and redo action can come handy. Maybe it’s not that popular in games, but almost every app has it!
Continue reading “Undo and Redo in Unity”