Hi, Just saw the new blog post about UTiny and the 9 videos workshop. It seems like it has, from what I can see in the videos and the package source code, a few Editor tools allowing it to create ECS scenes with entities and other things inside it. I was happy until I saw the code which seems like very tied to UTiny classes / package. Since I know there is something planned for ECS tools outside of UTiny I was wondering how these 2 would work and if they would conflict with each other ? (Say for example I want one unity project with a UTiny project inside and another regular one also there). Or maybe the tools of UTiny will be exported from the current package to the Entities package in order to be independent from it ? Or there will be a specific package for the "regular version" of ECS ? Thanks! PS: I'm not saying that UTiny has a different version of ECS, it's just that it has Editor features that we all want for ECS.
After one look at UTiny I no longer want to touch ECS as it is right now, since I know how much better the editor could be. I hope it's coming to regular ECS, as it seems a pain to work with otherwise.
We are working on making the Tiny editor to be the editing tool for Unity.Entities. Unity.Entities also is what we are talking about as the C# ECS solution for Tiny.So basically we are planning to roll it all into a single product with the tooling you see for tiny right now. A single way of writing code from 50kb html all the way to big scale 3D games. And a single way of editing data for it. They started as two separate efforts exploring tiny distribution sizes & high performance scalability. Now that we have proven the space out, and feel like we understand what is required to achieve both, we can make it into a single solution.
@Joachim_Ante - in that mode, is there an ETA for when we can use C# systems for / with Tiny? The ForEach example in the doc videos looks suspiciously familiar, will they start to converge when the C# systems lambda situation is figured out?
The Tiny scene looks like a bunch of GameObjectEntity without the GameObject part which is awesome. The Entity tree to be able to set up by themselves the correct Attach component for the Transform systems would be wonderful.
This tooling looks amazing! I too would love a rough ETA for when we can start using this with C# for our ECS project. Are we talking 2019.1 timeframe?
I recommend you check out the Tiny workshop here: That framework comes with a bunch of ready-made systems, but whether they will be shipped in a more generalized package remains to be seen.
@Joachim_Ante UTiny introduces few concepts that not present in Unity.Entities : EntityGroup, ComponentFamily and ComponentBehavior I wonder is it something we can expect to see implemented in c# in near future? p.s. UTiny GUI is awesome - this is really cool how you can define new components and construct entities in the editor would be very nice to get some very rough ETA on similar GUI for Unity.Entities