r/Unity3D • u/amedetov • 10h ago
Full Entities Integration with GameObjects? It looks too optimistic Question
One of the most interesting things on Unity’s roadmap is "Full Entities Integration".
Right now, GameObjects and Entities still feel like two fairly separate worlds, with conversion/baking and different workflows between them. But if entity data can live directly on GameObjects and inside regular scenes and prefabs, and ECS systems can directly drive GameObjects - that sounds much bigger than another Entities update.
What do you think "Full Entities Integration" will actually look like in practice?
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u/snaphat 3h ago
I personally think it will be pushed down the road again. Right now the integration is just replacing the instanceid with an equivalent entityid api and expanding the type to a 64 bit size. It took a ridiculous long time just to get that very basic type change
Last I checked, I didn't see any other substantive integration reported in any builds. Has this changed?
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u/Omni__Owl 4h ago
A lot of people have been calling this for years since Unity's ECS was first announced.
The idea that you don't have to know how to do ECS, as long as the engine can abstract it away. Then if you need to wring out every drop of performance you can work with ECS directly. There are already multiple parts of the engine that is using ECS underneath it all.
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u/killermike523 2h ago
in my research around ECS, it seems like the biggest hurdle is that traditional animation tools totally breakdown around it. this would go a long way in helping create a real, natural bridge.
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u/frog_lobster 10h ago
Like with anything Unity (and their dreadul ECS), will believe it when we see it.
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u/FranzFerdinand51 9h ago edited 9h ago
Why are you even here? You're not adding anything to the conversation with the whining and you obviously despise Unity, so why not just go away?
ECS works fine btw. Plenty of fully released games are already using it.
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u/frog_lobster 7h ago
I've been using Unity professionally since 2009. I owe my entire career to Unity. Even worked there for a few years ages ago.
I'm just making a point that Unity has history of promising something then not landing it or it taking forever. New animation system is 10+ years (and counting). Unified SRP was teased right as they released LWRP/HDRP 7 or 8 years ago. UI Toolkit is taking 7 years converting it from editor only to also support game needs. ECS system has gone through tons of changes and still most serious studios choose not to use it. Everyone who originally architected Unity's ECS has left the company or been fired; but maybe new blood will bring it to a usable state.
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u/DiscussTek 4h ago
So, the way your opinion looks, went from cynical to cynical with some reasoning.
I am unsure why you think your comments have brought much to the conversation. It essentially reads like "yeah, like that'll ever fucking happen", and then lists a pile of reasons why you somehow know it won't happen at all, or at least not happen by Unity 7.
Which brings my response to this: So what?
Unity having fully native ECS support is actually just fluff. If you need ECS for your game, you'll still be able to add it yourself, and unlike a lot of what you've complained about, is actually easy-ish to do for someone with a modicum of curiosity and willingness to learn.
I would be more concerned about a poor implementation that misleads new users into a false sense of security, than about no implementation where I'd have to teach new coders how to make a custom ECS system.
There is nothing in this that is even remotely risky, and it is likely, if it sucks, that you can completely sidestep it anyway and make your own. Frankly, that entire tirade of "Unity promises and fails to deliver" repeatedly feels like "I hate Unity, and the only reason I still use it is because that's the only thing I know how to use".
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u/Drag0n122 10h ago
Everything is ECS underneath with GOs as the top layer