- Remove redundant queries and code from some initialization systems.
- Utilize
Unity.Mathematics.Geometry.MinMaxAABBforWorldBoundarycomponent. (Thank @IAFahim) - Add
OmitLinkedEntityGroupFromPrefabInstancecomponent to prefab entities to remove LinkedEntityGroup component from instance entities. Because the entities should be simple, without a hierarchy, the existence of LEG is unnecessary. - Upgrade to Unity 6000.0.54
- Remove
[BurstCompile]on someISystemmethods and document the reason.
- Correct subscene
- Remove the code to add
Prefabtag to prefab entities at runtime
- Upgrade to Unity 6000.0.27
- Fix a compilation error caused by missing TMPro
- Add Entities Graphics and URP
- Add a "Version 2" button that switch to Companion GameObject powered by Entities Hybrid
- Make some changes to subscene and authoring to accomodate the Companion GameObject approach
As in the video below, when "Version 1" is still active, the entities will use GameObjects provided by the GameObjectPool. Thus in the Hierarchy window, GameObjects represent entities will be active too.
When "Version 2" is activated, entities from version 1 will be destroyed and entities for version 2 will be spawned. This time, they will use Compnanion GameObjects provided by Entities Hybrid instead. Thus GameObjects on the Hierarchy window stay inactive.
Note: As of now, Companion GameObjects generally stay invisible. We don't have any possible mean to directly inspect them.
- Refactor some code
- Teleport characters to the opposite side of the screen if they went out of bounds
Add more functionality
- Spawn multiple characters
- Randomly set the animation for each character
- Automatically move characters
- Can change global move speed for all characters in real-time
- Destroy entities


