ECS for Unity provides usability features that make data-oriented gameplay code as accessible as MonoBehaviours, while ensuring it can scale well from prototype to production, especially as productions require more complex and diverse game mechanics over time.
A feature called Aspects has been included, which provides a simpler interface to sets of component data through types with helper methods. Core engine functionality, such as Transform and RigidBody will be available as part of ECS and users can create their own Aspects to encapsulate functionality. Unity will handle the complex code generation under the hood to ensure that data access is fast, safe and minimize the risks associated with running jobs on multiple cores.
Check out our GDC presentation with Sunblink Entertainment to learn how their clever use of ECS for the production of HEROish helped them achieve performance, reduce production risks, and empower designers.
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