Entity
Entity
is an ID. You can think of it as a super lightweight GameObject that does not even have a name by default.
You can add and remove components from entities at runtime. entity ID's are stable. They are the only stable way to store a reference to another component or entity.
You can add and remove components from entities at runtime in much the same way as a GameObject
. Entities can be created from Prefabs by using ComponentDataProxy
. The EntityManager
will parse the Prefab for ComponentData and add it when it creates the entity.
Iterating entities
Iterating over all entities that have a matching set of components, is at the center of the ECS architecture.
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