#Hybrid game development & editor/authoring systems

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pallid yoke
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Hey 👋 I'm trying out to build a hybrid game using ECS and GameObjects, but I struggle finding the right structures and concepts to get started.

At this point, I have a system that populates the Unity scene at runtime based on entity data, which works fine in play mode. However, I also want to have live-converted feedback, that works nicely with loading/unloading sub scenes in the authoring stage. I had a look how the companion object system works, and realized it is using internal APIs for creating dynamic preview scenes (i.e. for populating the necessary game objects and components in a temporary scene for preview). Sadly, the entire tree of APIs used by this system are internal, so I can't really achieve the same.

Has anyone already implemented a hybrid game that uses regular Unity components together with DOTS/ECS, and if so, what did you use to provide a better editing experience including live conversion, etc.?