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1. What is Entity Component Tree?
Entity Component Tree (ECT) is a replacement for Unity's traditional MonoBehaviours, providing a structured and organized approach to managing projects.
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By separating data into different categories and using smaller, more focused components, ECT allows for modular and reusable code that is easy to maintain and scale.
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ECT offers a structured and organized approach to managing entities and their components.
Data is separated into different the categories Serialized, Non-Serialized, and Scene-References.
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ECT allows you to easily create multithreaded and burst-compiled systems with minimal changes to syntax.
This allows for faster and more efficient code and ensures that your project runs smoothly and reliably across a range of devices.
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ECT offers flexibility and guaranteed safety in how different types can interact and depend on each other.
This allows for greater customization and control over your project and reduces the risk of errors and unwanted behavior.
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ECT can be seamlessly integrated into existing Unity projects, making it easy to adopt and use in your development workflow.
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ECT is actively being improved, with ongoing updates and optimizations to improve performance and reliability.