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Releases: VergilUa/EntitiesExt

EntitiesExt 1.1.3

15 Dec 12:10

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Changelog (since 1.1.3):

  • OpenUPM version bump;

Fixes:

  • Fixed IEntityManagedSupplier not gathering entity types correctly when present in hierarchy as a child

Matching Unity version - 6000.2.8f1+

EntitiesExt 1.1.2

03 Nov 17:27

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Changelog (since 1.1.1):

  • Incremented Unity's version to 6000.2.8f1 to avoid CVE
  • OpenUPM version bump;

Fixes:

  • SyncPositionToEntity & SyncRotationToEntity should now respect DontSyncOneFrame tag as well;

Matching Unity version - 6000.2.8f1

EntitiesExt 1.1.1

19 Sep 10:49

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Changelog (since 1.1.0):

  • Updated supported Unity version to v6000.2;
  • OpenUPM version bump;
  • Fixed exception thrown if GO name is too long (should now output proper error);
  • Minor cleanup

Unity version - 6000.2

EntitiesExt v.1.1.0

19 Aug 13:13

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OpenUPM publishing related fixes. No other changes done.

EntitiesExt v1.0.7

18 Aug 14:20

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Changelog (since 1.0.6):

  • Exposed World for the EntityBehaviour;
  • Added missing system singleton support for the custom ECB Systems identical to Unity's default ECB systems;
    E.g. (SystemAPI.GetSingleton<AfterSimulationEntityCommandBufferSystem.Singleton>())
  • Added missing unpacking extensions for the data serialization / deserialization;
  • Added EntityBehaviour.TryGetBuffer where T - DynamicBuffer;
  • Added GatherEntityTypes HashSet.Contains as extension;
  • Added component lookup caching for the sync systems;
  • Added more SafeDispose extensions for the native collections;
  • Updated transform sync systems to use EntityQueryBuilder + WorldUpdateAllocator to allocate queries;
  • Fixed incorrect example for the IEntityManagedSupplier case. Previously had wrong component as a query.

EntitiesExt v1.0.6

01 Aug 08:14

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Changes

  • Updated API to match Unity 2022.3 LTS + Entities v1.0.11;

EntitiesExt v1.0.5

08 May 15:30

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Changes

  • Added IEntityManagedSupplier to support cases where EntityBehaviour not accessed in runtime at all.
    This reduces typing / extra fields displayed via inspector as a result for those cases;
  • Added IEntityManagedSupplier example & refactored a bit existing examples;
  • Internal methods used to add / set / remove data now available as extensions for the EntityManager / EntityCommandBuffer;
  • Made EntityBehaviour API by types more consistent (now limited to 3 components per call);
  • Fixed issue where in rare cases components added may not propagate changes (now uses Undo) for the validation;
  • Removed gameObject.SetupEntityBehaviour() overload without EntityBehaviour reference.
    Use gameObject.SetupEntityBehaviour(ref entityBehaviour) instead. [One without ref cause component add / remove issues]

EntitiesExt 1.0.4

03 Apr 09:19

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Changelog

  • Exposed stored EntityArchetype inside EntityBehaviour as SerializedArchetype (accessable via Archetype property);
  • Added WriteDataTo method for iterating over IEntitySuppliers and generating data to custom buffers;
    [Use this for the cases where entity is generated outside of EntityBehaviour]

Potential API breaking changes

  • ArchetypeLookup access is now performed via system of the target world instead of always being generated by passed EntityManager. (multi-world case support, plus no longer reliant on Unity's RuntimeInitializeOnLoadMethod callback)

If you were using SerializedArchetype.AsArchetype -> Use ArchetypeLookup.GetCreateArchetype(SerializedArchetype) overload instead.
Reference to the ArchetypeLookup can be fetched via World.GetOrCreateSystemManaged() (as any managed system)

EntitiesExt 1.0.3

20 Oct 12:34

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  • Fixed incorrect editor assembly definition settings that may prevent from building;

EntitiesExt_1.0.1

11 Oct 13:04

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  • Added an ability to select in which world resulting Entity should be inserted;
  • Added UI for the World insert selection;