An Entity / Component framework for Unity heavily inspired by Richard Lord’s Ash Game Framework.
More information on Unity-Ash can be found in this blog post: https://mikecann.co.uk/programming/projects/unity/unity-ash/unityasteroids/unity-ash-a-different-way-of-thinking-about-making-games-in-unity/
Download the latest version: https://github.com/mikecann/Unity-Ash/releases/latest
There currently isnt a .unitypackage while the framework in is in flux, instead just clone this repo and copy the contents of “Assets/Libraries/Unity-Ash/Source” to your project.
Checkout Ashteroids for a full example but some quick tips:
- Add the Entity Monobehaviour to any GameObject you wish to be detected by Ash.
- Dont add or remove components from GameObject directly, instead use Entity.Add() and Remove().
The project uses Unity Test tools for unit and intergration tests. Open the test tools from the menu in Unity and run.
Differences from Ash
There are a number of differences from Ash which is why this project is not a straight port and is instead inspired by the Ash Framework.
- NodeList’s are externally immutable
- Explicit Node classes are optional, the generic Node class can be used instead.
- Nodes can be of any type but the components must be exposed as Properties
- For performance reasons Entities use a static lookup for the current Engine.
- Systems dont contain the Priority property, instead it is supplied when added to the Engine.