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com.artromskiy.deltaecs.unity

v0.0.53

Published

Unity scene authoring and editor integration for DeltaECS.

Readme

DeltaECS Unity

Unity scene authoring and editor integration for DeltaECS. This package requires Unity 6.7 (6000.7) or newer.

Install

Add the npm-compatible registry and package to the Unity project's Packages/manifest.json:

{
  "scopedRegistries": [
    {
      "name": "Artromskiy",
      "url": "https://registry.npmjs.org",
      "scopes": ["com.artromskiy"]
    }
  ],
  "dependencies": {
    "com.artromskiy.deltaecs.unity": "0.0.53"
  }
}

Keep the project's existing dependencies and scopedRegistries entries when adding these values. The core DeltaECS runtime and DeltaECS.Generators are separate NuGet packages and are not included in this UPM package.

Register components

Install DeltaECS.Generators in the assembly that declares components, then mark component structs with DeltaEcsComponentAttribute:

using Delta.ECS;

[DeltaEcsComponent]
public struct Health
{
    public float Value;
}

Generated module initializers expose one registration per marked component. Register the full catalog into a layout registry, then create the world:

var layouts = new ComponentLayoutRegistry();
foreach (IGeneratedComponentRegistration registration in GeneratedComponentCatalog.GetRegistrations())
{
    layouts.Register(registration);
}

using var world = new World(layouts);

To register only one generated component, pass its registration directly:

var layouts = new ComponentLayoutRegistry();
layouts.Register(GeneratedComponentCatalog.GetRegistration<Health>());

The generator reports the stable schema ID for each component. Set SchemaId explicitly when a component's serialized identity must remain unchanged after a type rename:

[DeltaEcsComponent(SchemaId = 0x1234UL)]
public struct Position
{
    public float X;
    public float Y;
}

Initialize views when they are bound

Implement IEntityView on a MonoBehaviour when a view needs to receive its entity after binding. OnBind receives an EntityContext containing the owning world and entity:

using Delta.ECS.Unity;
using UnityEngine;

public sealed class UnitView : MonoBehaviour, IEntityView
{
    private EntityContext _context;

    public void OnBind(EntityContext context) => _context = context;
}

The binder calls OnBind for implementations on the view and its child GameObjects, including inactive children. It runs after the view is associated with the entity and after the ECS query has finished, so the callback can use the regular World API. A stored context can later be checked with context.IsAlive before using its entity.

See the DeltaECS documentation for the runtime and generator APIs.