A simple framework for unity using the ECS paradigm but with unirx for fully reactive systems.
EcsRx is a reactive take on the common ECS pattern with a well separated design, this library builds off that basis and adds unity specific helpers and functionality.
If you do not need support for Unity and just want to use EcsRx in .net projects then head on over to the EcsRx repo https://github.com/EcsRx/ecsrx.
There are a lot of example projects within the repository which you can clone and look at if you wish, or if you want more complex examples look at:
ecsrx/ecsrx.roguelike2d (Unity Rogluelike 2d using EcsRx)
ecsrx/ecsrx.buffs (Example EcsRx plugin)
There is also a supplementary data-binding framework grofit/bindingsrx which can speed up development of UI related interactions by adding one/two way data binding on UI and other unity objects.
The 1.0.0 release and above will target .net 4.5 and unity 2018, if you need to support earlier versions of unity then use the previous 0.* release stream.
You can take the unitypackage installation file from the relevent release.
The package contains a wrapper around the Core framework and some unity helpers. The core is provided as dlls which are built for release, if you want/need to access the debug versions pull down the EcsRx/EcsRx master version and build for debug and use those dlls.
You will ultimately need to create a SceneContext
from Zenject then create an your own implementation of EcsRxApplicationBehaviour
where you can setup your systems and entities.
Much like any other ECS implementation you have the notion of entities (IEntity
), components (IComponent
) and systems (ISystem
), although there are a few types of systems which you can implement based upon your needs, check out the docs folder for more information on these subjects as its more than just a 1 liner.
If you have any problems, or feel that you are still unsure of something head on over to our Discord Channel.