Unity’s ECS isn’t quite ready for prime time.

Per my previous post, I challenged myself to port the Flappy Bird project to Unity’s upcoming Entity Component System using both Pure and Hybrid implementations. While the Hybrid version was pretty straightforward, it became clear very quickly while working on a Pure ECS implementation that there was a lot of work left to do on it’s current state. Unity themselves have admitted to a lot of problems and potential changes to things like [Inject] and ComponentArray so I think it’s a good idea to avoid it for now. With that said, I plan to try to keep using the Hybrid version of ECS with all my future projects, at least where it’s convenient.

I did discover some interesting architecture tweaks like storing components and systems in the same file:

Also very useful was a global class for Archtypes:

As always, source is on my github.

 

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