Part 1: Unity ECS — briefly about ecs

Tomasz Piowczyk
Jun 5, 2018 · 4 min read

The rule of thumb explanation

How does ComponentSystem often look like:

What is group?

Why do we have Length field? Isn’t Foos.Length the same?

How to manage indexing? The injection magic.

How do I manage lifetime of systems?

Systems don’t update in order I want

How can I get access to system I want?

Why to use EntityArray in system? What can I do with this index?

World vs EntityManager

ComponentData and SharedComponentData. What’s the difference?


Go further: Part 2: Unity ECS — project design

Tomasz Piowczyk

Written by

Game enthusiasts. Open to improvements. Share passion. Programming lover.

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