New to Dots
I'm used to serializing everything in the editor, using Prefabs, Scriptable Objects, having them set up, stored and then loading them at runtime when needed and instancing them if needed when needed
For example, having Scriptable Objects (as spawncards) which hold prefabs due to how there's the baker and how it exists, and subscenes, do I have to do anything about object instancing? Is it not possible? Can I instance a sole prefab directly at runtime, or do I have to put it in a subscene, and then instance the subscene?
Can I have a normal prefab, with components, which just so happens to have a ECS authoring component and instance it at runtime or does it have to be already aprt of the scene? Right now, Cameras don't have a ECS version, so you have to create a Camera object and wire it up with an authoring component, making it a hybrid of ECS and traditional gameobjects. I use cinemachine, so I have two different camera types, and instance them at runtime, as the brain is already part of the scene.
For scriptable objects, stuff like items, skills, all the data related to them.
This is used at runtime to evaluate what has to happen, and inherance is used widely to define behaviors
BUT since they are a managed object, I have no idea how to handle it with dots, I thought of probably making a IComponentData, making it serializable and using it in a Scriptable Object, then putting it in Authoring.
I don't see a way to getting around making it unmanaged and getting rid of inherance, so I don't know if its worth it to make it part of ECS, and this circles back to the question if I can make a prefab/gameobject/entity? mixed up with standard monobehaviors....
Kinda a weird thread, there's not a clear focus / question being made and it's more about general information, when compared to a standard unity instancing / deleting workflow, and scriptable objects usage, at least that's what I think
