Entitas

Entitas

Entitas is an entity component system (ECS) framework for C# and Unity that helps structure game code and scale games. It promotes composition over inheritance, allows code reuse, and improves performance.
Entitas screenshot

Entitas: Entity Component System Framework

An ECS framework for C# and Unity that structures game code, scales games, promotes composition over inheritance, allows code reuse, and improves performance.

What is Entitas?

Entitas is an open-source entity component system (ECS) framework designed specifically for game development using C# and the Unity engine. It provides a structure that allows entities, components, and systems to be kept separate for better organization and performance.

Some key features of Entitas include:

  • Composition over inheritance - Entitas uses composition to build up entities from reusable components instead of relying on monolithic inheritance hierarchies.
  • System-centric design - The logic and behavior is encapsulated in systems that operate on entities and their components.
  • Entity index - Automatically generates fast lookups for filtering entities by component types.
  • Code generation - Reduces boilerplate code by auto-generating entity and component classes.
  • Framework for Unity - Integrates seamlessly with Unity GameObjects and MonoBehaviours.

By promoting code reuse, reducing coupling, and keeping behavior separate from data, Entitas helps developers build scalable games more efficiently. The unique architecture patterns make it easier to share code between projects and team members. Several commercial games have successfully used Entitas to organize their entity and system architecture.

Entitas Features

Features

  1. Entity Component System architecture
  2. Automatic component pooling
  3. Code generation for components
  4. Entity indexes for efficient queries
  5. Reactive systems

Pricing

  • Free
  • Open Source

Pros

Improves performance and memory usage

Promotes composition over inheritance

Allows code reuse

Helps structure game code

Scales well for large games

Cons

Can have a steep learning curve

Requires adapting to ECS paradigm

Limited documentation

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