Post by Admin on Jul 16, 2016 4:39:00 GMT
Voltasalt @voltasalt Nov 28 2015 09:17
how does entitas deal with unity features such as animation, physics, networking, etc? It seems like it sits in a realm of its own and has a hard time cross-communicating.
Maxim Zaks @mzaks Nov 28 2015 21:02
Hi @voltasalt this question comes up pretty frequently, I should write a blog post or a tutorial about it at some point
However to make it short for now, here is a blog post I wrote which might answer your question partly
medium.com/@icex33/games-data-and-entitas-c4245a1f1566
Maxim Zaks @mzaks Nov 28 2015 21:09
Specifically this part
> By using Entitas, we create parallel runtime data. Mostly because we want to decouple visual data from logical. However we want to have links between those two state representations. To be able to achieve this, we can create components which have a GameObject field. And mono behaviour which has an Entity public field.
If you just want to communicate user input, physics or networking it is better to go in one direction, from MonoBehaviours to Entitas by creating Entities with special components.
Jan Thomä @derkork Nov 28 2015 22:25
So suppose I can click on views that represent entities in the game world, how would I find out which entity belongs to the clicked view? Is there some built-in support for that or would I use some kind of MonoBehaviour that has an entity reference in it?
how does entitas deal with unity features such as animation, physics, networking, etc? It seems like it sits in a realm of its own and has a hard time cross-communicating.
Maxim Zaks @mzaks Nov 28 2015 21:02
Hi @voltasalt this question comes up pretty frequently, I should write a blog post or a tutorial about it at some point
However to make it short for now, here is a blog post I wrote which might answer your question partly
medium.com/@icex33/games-data-and-entitas-c4245a1f1566
Maxim Zaks @mzaks Nov 28 2015 21:09
Specifically this part
> By using Entitas, we create parallel runtime data. Mostly because we want to decouple visual data from logical. However we want to have links between those two state representations. To be able to achieve this, we can create components which have a GameObject field. And mono behaviour which has an Entity public field.
If you just want to communicate user input, physics or networking it is better to go in one direction, from MonoBehaviours to Entitas by creating Entities with special components.
Jan Thomä @derkork Nov 28 2015 22:25
So suppose I can click on views that represent entities in the game world, how would I find out which entity belongs to the clicked view? Is there some built-in support for that or would I use some kind of MonoBehaviour that has an entity reference in it?