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Data for Instantiating Entities

Discussion in 'Entity Component System' started by alan-lawrance, Aug 30, 2018.

  1. alan-lawrance

    alan-lawrance

    Joined:
    Feb 1, 2013
    Posts:
    360
    Just starting to learn about the ECS, but I'm having trouble understanding the following basic situation for converting an existing GameObject-based system to pure ECS:

    Say your game has 1000 ambient sound emitters in a scene (as GameObjects), and each one has some specific data associated with it (e.g., pos, rot, radius, sound filename, etc.). How would you go about converting this to pure ECS? In the examples I've seen, the entities are instantiated with random/procedural data, and not from data authored for each entity.

    Loading all the GameObjects and collecting all the data, then using that when instantiating the entities is one possibility, but it seems like there should be a better way.
     
  2. Joachim_Ante

    Joachim_Ante

    Unity Technologies

    Joined:
    Mar 16, 2005
    Posts:
    5,203
    We are currently working on tooling for converting game object scenes and storing them as entity scenes using the new ECS binary format. It will take some time before this gets released. It's possible to do that yourself now, but potentially makes sense to wait for us to release it.