Welcome to our guide on creating and adding components in Unity using ECS (Entity Component System). In this post, we’ll explore the differences between Unity's standard components and ECS components, and walk you through the process of adding components to entities. We’ll cover key concepts like baking, and demonstrate how to set up and view components in both authoring and runtime modes. By the end of this tutorial, you'll have a clear understanding of how to work with ECS components and implement them in your Unity projects. Let me remind you of the full form of ECS: Entity Component System. It consists of three key elements: 1. Entity, 2. Component, and 3. System. In this blog post, I will specifically focus on how to create and add components, and explain the differences between Unity's standard components and ECS components. If you haven’t already, be sure to check out my blog post on creating your first entity and setting up a subscene...
Learn Unity ECS 101 is your go-to resource for everything related to Unity's Entity Component System (ECS). Whether you're transitioning your old Unity projects to the new ECS architecture or diving into ECS for the first time, this blog is designed to help you master this powerful tool.