Video: Entities "HelloCube" samples walkthrough (30 minutes)
These very simple samples demonstrate the basic elements of the Entities API.
The sample rotates two cubes, a parent and its child.
The larger cube has a RotationSpeedAuthoring
MonoBehavior, which adds a RotationSpeed
IComponentData to the entity in baking. At runtime, the RotationSpeedSystem
spins all entities having the RotationSpeed
component (in this case, just the single parent cube).
This sample is the same as "MainThread", except the RotationSpeedSystem
now uses a job (an IJobEntity
) to spin the cubes instead of doing so directly on the main thread. Also, the Y-axis scale of the cube is fluctuated between 1 and -1 by setting the cube's PostTransformMatrix
component.
This sample is like "MainThread", except the RotationSpeedSystem
now uses an aspect to move the cube up and down.
The sample contains a single non-rendered entity with a Spawner
component that references a cube prefab.
At runtime, the SpawnSystem
spawns many instances of the cube prefab and places the instances at random positions. The RotationSpeedSystem
makes the cubes rotate and fall. The FallAndDestroySystem
destroys cubes when they fall below y coord 0. Once all cubes are destroyed, SpawnSystem
will spawn more cubes.
This sample is like "IJobEntity", but it uses an IJobChunk
instead of IJobEntity
. Compared to IJobEntity
, IJobChunk
requires more boilerplate, but it provides more explicit control in some use cases.
At regular intervals, the smaller cubes are parented and un-parented from the large rotating cube.
The EnabelableComponent
state of the rotating cubes are toggled at regular intervals, causing them to start and stop rotating.
This sample contains an entity with a transform that rotates, but the entity itself is not rendered. Instead, the entity syncs its transform with a rendered GameObject. A UI checkbox toggles the rotation on and off.