「We went completely nuts, and code the engine again from the ground up.」...or so the Unity CTO said on stage. Are you up for the new challenge?
ECS testing review : system testing VS world testing
In Unity ECS, you will have much easier time testing your game programmatically. Everything is data, and data lives in easily accessible from code World, it is as if you can "see" the game running just by looking at all the data in your code editor.
Minimum main thread block with Async overload
There are 3 interesting methods on EntityQuery that has an overload with out JobHandle : public NativeArray
public NativeArray CreateArchetypeChunkArrayAsync(Allocator allocator, out JobHandle jobhandle);
public NativeArray ToComponentDataArray (Allocator allocator) where T : struct, IComponentData;
public NativeArray ToComponentDataArrayAsync (Allocator allocator, out JobHandle jobhandle)
ECS Singleton Data
You have these API to work with singleton data but how do they really works? * system.GetSingleton
* system.SetSingleton (T data)
* entityQuery.SetSingleton (T data)
It's a singleton Entity
In the docs it says "singleton data", but actually you are accessing singleton
GameObject conversion and SubScene code tour
This article is outdated for Entities preview.33, it had several class name changes and various additions.. You can just give your GameObject to GameObjectConversionUtility static class and witness the magic. But it's always nice to know what it does inside so you are sure it really suits your need,
The Chunk data structure
Chunk is a unit of data storage of ECS that is central to performance gained. In usual OOP, you simply has address of variables and you simply go to that, but the point of OOP is to obfuscate that away and let you think in objects that you can relate to it more as a human in real world.