Entitas 1.5.0
As always, the Unity Asset Store version might take a few days to be processed
and accepted by Unity. Please check for updates in 2 - 4 days here:
https://www.assetstore.unity3d.com/#!/content/87638
Entitas
🆕 Added JobSystem for multi threading as a proof of concept.
public sealed class RotateSystem : JobSystem<GameEntity> {
public RotateSystem(GameContext context, int threads) :
base(context.GetGroup(GameMatcher.AllOf(GameMatcher.Rotation, GameMatcher.RotationVector)), threads) {
}
protected override void Execute(GameEntity entity) {
entity.rotation.value = entity.rotation.value * Quaternion.Euler(entity.rotationVector.value);
}
}
Limitations:
- Don't use generated methods like Add() and Replace()
- Modify component values directly
See #325 (comment)
This is not a general purpose solution for all problems. It can be used to solve certain performance intense areas in your game. It can be very useful if there's a very large number of entities that have to be processed, or if the data transformation involves heavy calulations.
🛠 Removed dependency on Entitas.CodeGeneration.Plugins from Entitas.VisualDebugging.Unity.Editor #312
DesperateDevs
🆕 Added EnsureStandalonePreProcessor to prevent accidentally generating in Unity