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Could it possible to support Unity ECS to publish as Tiny ECS in the future?

Discussion in 'Project Tiny' started by sheng319, Dec 6, 2018.

  1. sheng319

    sheng319

    Joined:
    Jun 23, 2014
    Posts:
    34
    We're considering converting our exisiting project into Unity ECS in the near future. But due to some reasons we can't develop both of Unity ECS and Tiny ECS on our project at the same time. So we were wondering if it is possible to support Unity ECS to publish as Tiny ECS in the future? Thanks.
     
  2. etienne_unity

    etienne_unity

    Unity Technologies

    Joined:
    Aug 31, 2017
    Posts:
    102
    Hi sheng319,

    We're going in this direction. Tiny ECS will use use the same Unity.Entities API once we switch to C# next year, and given some constraints any game code written for the Unity ECS will run on Tiny.

    Thanks,
    -Etienne.
     
  3. nventimiglia

    nventimiglia

    Joined:
    Sep 20, 2011
    Posts:
    153
    The Tiny ECS API is different than the Unity.Entities API currently. Frankly, it looks a lot more mature and user-friendly. Should we expect Unity.Entities to adopt the new functionality we see here ?
     
  4. pvloon

    pvloon

    Joined:
    Oct 5, 2011
    Posts:
    591
    Yeah I never quite understood why there's any distinction. It feels like in the ideal world Tiny should be a strict-subset of unity features. Maybe only just guidelines and a default set of modules that are enabled/disabled. It feels limiting to approach this as if it was something separate.
     
  5. v_vuk

    v_vuk

    Unity Technologies

    Joined:
    Jul 11, 2017
    Posts:
    36
    Under the hood we're using an almost identical architecture as Unity.Entities, and for the API we are a subset of Unity.Entities (well, mostly just a subset) -- it turns out there is a simpler API hiding inside there :) There's just a lot of additional functionality present in Unity.Entities, as part of squeezing out all possible performance. When we move to C# we'll be sharing the core Unity.Entities code, and bringing some of our ergonomics improvements there while at the same time getting performance and other benefits on our end.