Writing multithreaded code was never something easy, but this might change with the introduction of Job System in Unity.
If you didn’t know, the code that you write in Unity is executed on the main thread. This makes everything much easier to build, but it also has some drawbacks, mainly in the performance department.
I mentioned in the beginning, Unity is introducing Job System to help you write multithreaded code much easier. And the best part is that you don’t have to worry about race conditions! 🥰
However, you still have to know what are you doing. 😉
Continue reading “Multithreading with Job System in Unity”
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”
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.
Continue reading “My first thoughts on ECS in Unity”