This package integrates DragonECS with the Unity editor and runtime. It provides visual debugging and profiling tools, editor templates for entity/component setup, and utilities for binding entities to Unity GameObjects.
> While the English version of the README is incomplete, the [Russian README](https://github.com/DCFApixels/DragonECS-Unity/blob/main/README-RU.md) contains additional details.
Installation as a Unity package is supported by adding the Git URL [in PackageManager](https://docs.unity3d.com/2023.2/Documentation/Manual/upm-ui-giturl.html):
The package sources can be copied directly into the project.
</br>
# Debug
## Debug service
`UnityDebugService` implementation of the [Debug service for `EcsDebug`](https://github.com/DCFApixels/DragonECS/blob/main/README.md#ecsdebug). In the editor it initializes automatically and integrates with Unity systems: `EcsDebug.Print` is forwarded to the Unity console, `EcsProfilerMarker` is connected to the Unity profiler, and related debug functionality is exposed.
```c#
// Activate manually
UnityDebugService.Activate();
// Print to Unity console
EcsDebug.Print("Example message");
var someMarker = new EcsProfilerMarker("SomeMarker");
someMarker.Begin();
// Measured time will be visible in the Unity profiler.
someMarker.End();
// Stop play mode
EcsDebug.Break();
```
## Visual debugging
Visual debugging is provided as editor monitor objects that display internal framework state during `Play Mode`. Monitors are placed in the `DontDestroyOnLoad` section.
```c#
_pipeline = EcsPipeline.New()
//...
// Debugging initialization for the pipeline and worlds.
Displays processes and systems in a matrix layout. Systems are shown in execution order. A mark at the intersection of a system and a process indicates that the system is part of that process.
Located together with `WorldMonitor`, shows a list of all Where queries that systems have executed. At the top there is a search field for filtering queries by component names. The search string can be split with a `/` character to search for multiple components at once. Next to each Where query there is a `Snapshot` button; clicking it opens a window showing a list of all entities that currently match the query mask.
Displays entity state and allows adding, modifying or removing components at runtime (Play Mode). One monitor is created per entity; entity monitors are grouped under the corresponding world monitor.
To expose a component in the `Add Component` menu, a template is required. Component templates are types implementing `IComponentTemplate` or components implementing `ITemplateNode` together with `IEcsComponentMember`.
### Implementation
* Simple example:
```c#
// Add [Serializable] attribute to the component type.
class SomeComponentTemplate : ComponentTemplate<SomeComponent> { }
```
```c#
// Same for tag components.
[Serializable]
struct SomeTagComponent : IEcsTagComponent { }
class SomeTagComponentTemplate : TagComponentTemplate<SomeTagComponent> { }
```
<details>
<summary>Other approaches</summary>
#### Implementing `ITemplateNode` on a component
This approach can be convenient because it does not require a separate template class; the component itself acts as the template and is straightforward to implement. The downside is higher risk of missing references when types are renamed if `[SerializeReference]` is used.
```c#
public struct Health : IEcsComponent, ITemplateNode
If built-in `ComponentTemplate<T>` or `TagComponentTemplate<T>` do not fit the requirements, implement a custom template by implementing `IComponentTemplate`. This can be useful for custom pools. In most cases the built-in templates are sufficient.
public void SetRaw(object raw) { component = (SomeComponent)raw; }
public void OnGizmos(Transform transform, IComponentTemplate.GizmosMode mode) { /*...*/ }
public void OnValidate(UnityEngine.Object obj) { /*...*/ }
}
```
</details>
</br>
### Customizing type display
The `Add Component` dropdown supports hierarchical grouping based on the `[MetaGroup]` attribute.
By default components in the Inspector receive a deterministic color derived from the component name. The display mode can be changed in the settings window. A specific color can be set using the `[MetaColor]` attribute.
If the integration locates the corresponding script (by matching the type name to a file or via `[MetaID]`), a file icon appears next to the remove button — single-click selects the script in the project, double-click opens it.
If `[MetaDescription]` is present, a tooltip icon is shown with the description text.
</br>
### Using component templates outside standard entity templates
Component templates can be used outside of `MonoEntityTemplate` and `ScriptableEntityTemplate` in arbitrary classes. Two approaches are provided:
Attribute `[ComponentTemplateField]`:
```c#
// Display a field as a component, customizable with meta attributes.
// Similar to components in MonoEntityTemplate or ScriptableEntityTemplate.
[SerializeField, ComponentTemplateField]
private SomeComponent _someComponent1;
```
```c#
// For SerializeReference adds a button to pick available ITemplateNode implementation
[SerializeReference, ComponentTemplateField]
private ITemplateNode _someComponent1;
```
Wrapper `ComponentTemplateProperty`:
```c#
// Wrapper around ITemplateNode, similar to the ComponentTemplateField example.
Entities and GameObjects are linked using connects. From the GameObject side use `EcsEntityConnect`; from the entity side `GameObjectConnect` is created/removed automatically. `EcsEntityConnect` acts as the manager connect.
```c#
EcsEntityConnect connect = /*...*/;
entlong entity = _world.NewEntityLong();
// Connect entity with GameObject.
// GameObjectConnect is added to the entity automatically
// and templates are applied.
connect.ConnectWith(entity);
// Or create without applying templates.
connect.ConnectWith(entity, false);
// Disconnect.
// GameObjectConnect will be removed automatically.
> To view all components of the linked entity, expand `RUNTIME COMPONENTS`.
> The bottom panel contains utility buttons: 1) Disconnect entity. 2) Delete entity. 3) Auto-fill template array. 4) Cascade auto-fill for all child connects in the hierarchy.
---
`AutoEntityCreator` automatically creates an entity and binds it to the GameObject. In the inspector specify the `EcsEntityConnect` to use and the [world provider](#world-provider) where the entity should be created.
> The bottom panel includes helper buttons: 1) Auto-fill the connect reference. 2) Cascade auto-fill for all child instances in the hierarchy.
</br>
# World Provider
`EcsWorldProvider<TWorld>` is a `ScriptableObject` wrapper over `TWorld` intended to expose a world instance via the Unity inspector. For simple scenarios the singleton provider `EcsDefaultWorldSingletonProvider` is sufficient.
```c#
// The singleton provider is created automatically under "Assets/Resource".
Lightweight Ecs root implementation for Unity. Builds a pipeline from pipeline templates. Derives from `MonoBehaviour`. Add via `Add Component > DragonECS > EcsRootUnity`.
Applied to a field with `[SerializeReference]`. Adds a type selection button from a list. The set of available types can be restricted by passing a list to the constructor.
+ **[ReferenceDropDownWithout]** -
Used together with `[ReferenceDropDown]` to exclude the specified types (and their descendants) from the selection list.
+ **[DragonMetaBlock]** -
Displays the value in the inspector similarly to how components are displayed in entity templates. Takes meta-attributes into account (`MetaGroup`, `MetaColor`, `MetaDescription`, `MetaID`, etc.).
## Behavior of Meta‑Attributes
+ Hierarchical grouping of items in the `Add Component` menu or `[ReferenceDropDown]` is defined via `[MetaGroup]`.
+ The component color in the inspector is determined by the type name by default. The coloring mode can be changed in the settings window. An explicit color is set via `[MetaColor]`.
+ When the type name matches the file name (or when `[MetaID]` is present), a file icon appears next to the delete button: a single click selects the script in the project, a double click opens it.
+ If `[MetaDescription]` is specified, a tooltip icon with the description text is displayed next to it.
+ When restoring a Missing Reference using Reference Repairer, the tool searches for a match between the old and new type names by the `[MetaID(id)]` attribute.
## Examples:
`DragonMetaBlock` attribute:
```c#
// Display of the field customizable via meta-attributes.
// Similar to components in MonoEntityTemplate or ScriptableEntityTemplate.
[DragonMetaBlock]
public SomeComponent Component;
// Can be applied to any field of any type.
[DragonMetaBlock]
public Foo Foo;
```
`ReferenceDropDown` and `ReferenceDropDownWithout`:
```c#
// Adds a button to select an implementation of ITemplateNode from a drop-down list.
[SerializeReference]
[ReferenceDropDown]
public ITemplateNode Template;
```
```c#
// Also applicable to any field of any type.
// The list will contain only type Foo and its descendants, excluding FooExc and its descendants.
[SerializeReference]
[ReferenceDropDown(typeof(Foo))]
[ReferenceDropDownWithout(typeof(FooExc))]
public object Template;
```
Combination and other use cases:
```c#
// Attributes can be combined.
[DragonMetaBlock]
[ReferenceDropDown]
public ITemplateNode Template;
// A wrapper over ITemplateNode, similar to the example above.
public ComponentTemplateProperty Template;
// Attributes work correctly with arrays and lists.
[DragonMetaBlock]
[ReferenceDropDown]
public ITemplateNode[] Template;
```
</br>
# Jobs Support
DragonECS is compatible with Unity's Job system by default. Example:
```c#
EcsWorld _world;
class Aspect : EcsAspect
{
// Pool for unmanaged components.
public EcsValuePool<Cmp> Cmps = Inc;
}
public void Run()
{
var job = new Job()
{
// Same as Where, but returns an unmanaged entity list.
A documentation window based on meta-attributes is available via `Tools > DragonECS > Documentation`. Documentation is generated on first open and when the `Update` button is pressed.
The settings window exposes several options, including component display modes in the Inspector. At the bottom, toggles for framework define symbols are available. Open via `Tools > DragonECS > Settings`.
Some parts of the integration heavily use `[SerializeReference]`, which can lose type information after renames. The `Reference Repairer` tool collects assets with missing types and provides an interface to map new type names and repair collected assets. Open via `Tools > DragonECS > Reference Repairer`.
> If missing types have a `[MetaID(id)]` attribute, the tool attempts automatic mapping.
## Cannot add `EcsEntityConnect` or other components
This issue may appear after a package update. Recommended remediation steps: run `Assets -> Reimport All`, or close Unity, remove the project's `Library` folder and reopen the project.