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How well do addressables work with ECS system?

Discussion in 'Addressables' started by RKFabio, Sep 8, 2019.

  1. RKFabio

    RKFabio

    Joined:
    Feb 9, 2016
    Posts:
    10
    I have some questions about how the addressables system is supposed to interact with the ECS system:
    1. Where are loaded assets to be stored? Systems are supposed to be behavior only, and entities data only, so it makes sense to store assets in entities but currently that would be a 16kb chunk allocation per asset, and assets are usually classes which aren't storable in entities
    2. How well does async work with the systems? Since I saw it stated somewhere that they didn't want to use callbacks with ECS, I assume task/await/async is going to be chosen for it. Will system OnUpdate or OnCreate just wait for an async function to complete, or will it move on and do other system calls while waiting?
    3. Do addressables follow the same "performance by default" philosophy? Are they as fast and efficient as the ECS, or are they more like the slower but more intuitive gameobject workflow?
    4. Are addressables going to be a permanent solution or will they be replaced with something better for ECS? I'm under the impression that ECS is going to be how unity works in the somewhat far future, so are addressables going to be built to work with it or is it mostly gameobject focused for now?

    Please correct me if any of this is wrong.
     
    Krajca likes this.