Sprite rendering 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… 😅

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My first thoughts on ECS in Unity

Did you read my last post on ECS in Unity? I did a little introduction to this new approach to programming available with Unity DOTS. It’s “little” different to what we are used to in Unity, but is it a bad thing? Let’s talk!

‼️ Oh, and keep in mind that ECS is still in preview (preview.33 – 0.0.12) at point of writing this post! But it will be fun to revisit it in the future 🤓 ‼️

If you missed whole ECS thing, let me update you! ECS stands for Entity Component System, and it’s part of what is currently known as DOTS, which is Data-Oriented Technology Stack.

There is more to DOTS, but I won’t go deep into it here. Let’s stick to ECS.

Currently, with MonoBehaviours, we are playing in an Object-Oriented environment. With ECS we are going somewhere completely different.

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Introduction to 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.

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