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Release notes

Version 4.0.3

  • Remove redundant queries and code from some initialization systems.
  • Utilize Unity.Mathematics.Geometry.MinMaxAABB for WorldBoundary component. (Thank @IAFahim)
  • Add OmitLinkedEntityGroupFromPrefabInstance component 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

Version 4.0.2

  • Remove [BurstCompile] on some ISystem methods and document the reason.

Version 4.0.1

  • Correct subscene
  • Remove the code to add Prefab tag to prefab entities at runtime

Version 4.0.0

  • 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

About companion GameObjects

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.

version 2

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.

Version 3.1.0

  • Refactor some code
  • Teleport characters to the opposite side of the screen if they went out of bounds

spritesheet animations

Version 3.0.0

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

spritesheet animations