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How to reuse Unity's physics and rendering components with pure ECS?

Discussion in 'Data Oriented Technology Stack' started by raincole, Mar 27, 2018.

  1. raincole

    raincole

    Joined:
    Sep 14, 2012
    Posts:
    43
    It looks like in a "pure" ECS architecture we will get rid of GameObject all together, and only use Entity. While it makes sense, all the conveniences Unity has provided come as Component, like Mesh Renderer, Hinge Joint, and the Transform hierarchy tree. It would be very tedious to reimplement them.

    For example, in the Two-Stick shooter example, they implemented their own collision logic. It's okay for a simple game like Two-Stick shooter, but for larger games it will be a ton of work. Plus, are we really going to reinvent every good thing Unity has had? Is there a way to get the best of both worlds?
     
  2. auhfel

    auhfel

    Joined:
    Jul 5, 2015
    Posts:
    84
    They plan to implement everything for pure ECS. For now you either have to use the bridge/hybrid system, or write your own solutions.
     
  3. raincole

    raincole

    Joined:
    Sep 14, 2012
    Posts:
    43
    Got it. Seems like I should stick with hybrid style for now.