Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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Entity

Entity is an ID. You can think of it as a super lightweight GameObject that does not even have a name by default.

You can add and remove components from entities at runtime. entity ID's are stable. They are the only stable way to store a reference to another component or entity.

You can add and remove components from entities at runtime in much the same way as a GameObject. Entities can be created from Prefabs by using ComponentDataProxy. The EntityManager will parse the Prefab for ComponentData and add it when it creates the entity.

Iterating entities

Iterating over all entities that have a matching set of components, is at the center of the ECS architecture.