Upgrading from Entities 0.51 to 1.0 | Entities | 1.0.0-pre.15 (unity3d.com)

What’s new in version 1.0 | Entities Graphics | 1.0.0-pre.15 (unity3d.com)

Unity Physics overview | Unity Physics | 1.0.0-pre.44 (unity3d.com)

ECS for Unity

ECS for Unity – Unity Forum

Unity-Technologies/EntityComponentSystemSamples (github.com)

Official – DOTS development status and next milestones – November 2022 – Unity Forum

使用了一段时间ECS0.51,发现还是有不少限制,比如不支持动态Mesh和Material的修改,不支持OpenGL ES等等。阅读了1.0的文档后没发现更新了很多API.

渲染相关:

  • Added support for OpenGL ES 3.1 on Android.
  • New RegisterMesh and RegisterMaterial APIs.
  • Added efficient Mesh and Material switching at runtime using MaterialMeshInfo.
  • New RegisterMesh and RegisterMaterial APIs
  • Efficient Mesh and Material switching at runtime using MaterialMeshInfo

Entities相关:

  • Aspects, which group different components together into a single C# struct. This helps you to organize your component code and simplify queries in your systems. For more information, see the IAspect API documentation, and the user manual documentation on Aspects.
  • Baking replaces the previous conversion pipeline in Entities. For information on how to use the new system, see the Baker<TAuthoringType> API documentation and the Baking user manual.
  • Enableable components, which you can use to semantically add or remove a component to an entity without effectively changing its archetype. This avoids structural changes, which impact on performance. For more information, see the IEnableableComponent API documentation, and the user manual documentation on enableable components.
  • The Journaling editor window, which provides an in-Editor view of journaling records connected to the various other Entities windows. For more information, see Journaling
  • New authoring-runtime workflow, which affects the Entities Hierarchy and the Inspector, allowing you to change between authoring and runtime representations without having to change your selection context. For more information, see Working with authoring and runtime data.
  • Query<T>, which you use with an idiomatic foreach statement to iterate over entities in ISystem based systems. Entities.ForEach is now deprecated in ISystem systems. For more information, see the information in the upgrade guide.
  • The way that Transforms work in Entities has been changed to reduce the number of components required to represent an affine transform. For more information, see the Transform API documentation, and the user manual documentation on Transforms.
  • You can now use the Build Settings window to build your project, and don’t need to use Build Configuration assets. For any specialized use cases, you can use the Scriptable Build Pipeline.
  • Settings that were previously in the DOTS menu have moved to the Preferences window. For more information, see the Entities Preferences reference.

一、遇到的问题

  • 在清理项目时,不小心吧PackageMananger删除了,导致VS的插件丢失,打开C#脚本不能生成解决方案。其他插件应该也会有问题

二、Baking

EntityComponentSystemSamples/baking.md at master · Unity-Technologies/EntityComponentSystemSamples (github.com)

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