⚙️ Unity editor module ⚙️
Unity integration
Example of StaticEcs integration with Unity:
using System;
using FFS.Libraries.StaticEcs;
using FFS.Libraries.StaticEcs.Unity;
using UnityEngine;
using Object = UnityEngine.Object;
using Random = UnityEngine.Random;
// Define world type with editor name
[StaticEcsEditorName("World")]
public struct WT : IWorldType { }
public abstract class W : World<WT> { }
// Define systems
public struct GameSystems : ISystemsType { }
public abstract class GameSys : W.Systems<GameSystems> { }
// Components
public struct Position : IComponent {
public Transform Value;
}
public struct Direction : IComponent {
public Vector3 Value;
}
public struct Velocity : IComponent {
public float Value;
}
// Scene data — passed from MonoBehaviour via resource
[Serializable]
public class SceneData {
public GameObject EntityPrefab;
}
// Entity creation system
public struct CreateRandomEntities : ISystem {
public void Init() {
ref var sceneData = ref W.GetResource<SceneData>();
for (var i = 0; i < 100; i++) {
var go = Object.Instantiate(sceneData.EntityPrefab);
go.transform.position = new Vector3(Random.Range(0, 50), 0, Random.Range(0, 50));
W.NewEntity<Default>().Set(
new Position { Value = go.transform },
new Direction { Value = new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-1f, 1f)) },
new Velocity { Value = 2f }
);
}
}
}
// Position update system
public struct UpdatePositions : ISystem {
public void Update() {
W.Query().For(
static (ref Position position, in Velocity velocity, in Direction direction) => {
position.Value.position += direction.Value * (Time.deltaTime * velocity.Value);
}
);
}
}
// MonoBehaviour entry point
public class Startup : MonoBehaviour {
public SceneData sceneData;
private void Start() {
// Create the world and systems
W.Create(WorldConfig.Default());
GameSys.Create();
// Register all types and connect debug (Unity module)
W.Types().RegisterAll();
UnityEventTypes.Register<WT>(); // Registers all Unity events and components
EcsDebug<WT>.AddWorld<GameSystems>();
// Pass scene data via resource
W.SetResource(sceneData);
// Configure systems
GameSys.Add(new CreateRandomEntities(), order: -10)
.Add(new UpdatePositions(), order: 0);
// Initialize the world and systems
W.Initialize();
GameSys.Initialize();
// Connect system debugging
EcsDebug<WT>.AddSystem<GameSystems>();
}
private void Update() {
GameSys.Update();
// Advance change tracking (changes become visible next frame)
W.Tick();
}
private void OnDestroy() {
GameSys.Destroy();
W.Destroy();
}
}