DefaultEcs icon indicating copy to clipboard operation
DefaultEcs copied to clipboard

Entity Component System framework aiming for syntax and usage simplicity with maximum performance for game development.

Results 31 DefaultEcs issues
Sort by recently updated
recently updated
newest added

Is there a way to create an `EntitySet` that accumulates entites when a component is **either** added or removed? ie: ```c# world.GetEntities() .With() .WhenAdded() .WhenRemoved() ``` The above doesn't work...

Thanks for your amazing library. I want to monitor addition of a `bool` component to the world: ``` C# using World world = new(); bool called = false; world.SubscribeComponentAdded((in Entity...

enhancement

This maybe an API usage issue, so perhaps what I am expecting is not correct. I have 2 consecutive (different) rules queries which I materialize with AsEnumerable (same result using...

When multi-threading with default runner, it seems there is big overhead for me. When i profiled with Unity profiler, system updates sometimes can take twice more time to execute for...

enhancement

Soooo lets talk about archetypes. If i am correct, archetypes offer a higher iteration speed. This is because entities with the same components are stored in one big array. Which...

enhancement
todo || !todo

As the title states, currently DefaultECS cannot be used with unity3d il2cpp compilation backend due to `System.Reflection.Emit` code inside framework. The problem here is that, unlike some other AoT compilation...

This adds extensions for the `EntityQueryBuilder` to easily generate a system. It's possible to create systems with up to three components and with or without the entity itself. Adding overloads...

It looks to me like `AsMultiMap` uses some component as a key to reference entities. Is there some way that I can specify a key selector instead of using an...

Also in the synchronization of multiple world context, currently I have to copy one entity from one world to another in order to replay it with the recorder. It would...

Hi, first of all, great library ! I'm working on synchronizing worlds and bump into a minor issue with IntDispenser hidden inside World. It would be nice to make it...