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C# codegen could have all Ecsact components implement IComponentData
codegen for some boilerplate readonly access to Ecsact components to use for local visual only changes
keep a duplicate set of entities in Unity DOTS for quick access and more seamless
a duplicate set of entities would also allow developer to write to existing Ecsact components with the caveat of Ecsact components eventually being overwritten by runtime events.
What we won't do
Use the C# job system for Ecsact system implementations. Ecsact's system implementations are not compatible with Unity's C# jobs. Ecsact already handles system execution. This is important for Ecsact to do because these systems also run on a server to keep the simulation deterministic with the server and the client. Instead the job systems could be used for visual parts of gameplay such as particles or interpolation.
The text was updated successfully, but these errors were encountered:
we may be able to integrate a little bit with Unity's ECS: https://unity.com/ecs
Some Ideas
IComponentData
What we won't do
The text was updated successfully, but these errors were encountered: