From MonoBehaviour to ECS: A Simple Unity Game Case Study
1 min read
Summary
The article discusses the Unity Entity Component System (ECS), a new architecture that differs from the traditionalMonoBehaviour scripting infrastructure.
The ECS is a data-oriented programming (DOP) design built around three core concepts: entities (ID tags with no data or logic), components (pure data containers with fields), and systems (where the logic lives, processing entities with specific components in batches).
TheECS offers advantages over MonoBehaviour, such as better performance, scalability, and code organization, as well as simplified debugging and optimization.
The article provides a critique of MonoBehaviour and explains why theECS is a preferable alternative.
The writer illustrates the concepts with a simple racing game example and discusses the benefits of theECS, such as less strain on the laptop and easier development.
The article also explores some drawbacks and the need for developers to adjust their mindset and programming practices when using the ECS.