Entitas provides automated migration tools to help upgrading to new versions.
You can apply automatic migrations in Unity by opening the Entitas Migration Window
Tools > Entitas > Migrate...
This document contains checklists for every release with breaking changes.
Apply Migration 0.47.2 to automatically rename the changed keys your properties files.
The following keys changed from:
- CodeGenerator.SearchPaths
- CodeGenerator.Plugins
- CodeGenerator.PreProcessors
- CodeGenerator.DataProviders
- CodeGenerator.CodeGenerators
- CodeGenerator.PostProcessors
- CodeGenerator.CLI.Ignore.UnusedKeys or Ignore.Keys
to:
- Jenny.SearchPaths
- Jenny.Plugins
- Jenny.PreProcessors
- Jenny.DataProviders
- Jenny.CodeGenerators
- Jenny.PostProcessors
- Jenny.Ignore.Keys
Removed methods marked obsolete in 0.42.0 from April 2017
context.CreateCollector<TEntity>(IMatcher<TEntity> matcher, GroupEvent groupEvent)
new Context(int totalComponents, int startCreationIndex, ContextInfo contextInfo)
context.DestroyEntity(TEnity entity)
First, edit the file Generated/Feature.cs
and comment or delete the lines with compiler errors.
Then, run auto-import to use the new DesperateDevs.CodeGeneration.Plugins and generate.
Entitas.properties can be named differently now. By default it will be called Preferences.properties. Additionally, you can delete User.properties or rename it to Xyz.userproperties. If this file doesn't exist, it will automatically be generated for you. You can have multiple properties and userproperties files now, e.g. Preferences.properties and Roslyn.properties. In Unity it will automatically find and use the first file. When using the Code Generator CLI (called Jenny now) you can explicitly specify files like this
// will find and use the first file
$ jenny gen
// specify a file
$ jenny gen Roslyn.properties
// optionally specify an other userproperties
jenny gen Roslyn.properties My.userproperties
Use the command line tool MigrationAssistant.exe
and apply Migration 0.45.0 to
automatically rename the changed keys in Entitas.properties
MigrationAssistant.exe 0.45.0 path/to/project
The following keys in Entitas.properties changed from:
- Entitas.CodeGeneration.CodeGenerator.SearchPaths
- Entitas.CodeGeneration.CodeGenerator.Plugins
- Entitas.CodeGeneration.CodeGenerator.DataProviders
- Entitas.CodeGeneration.CodeGenerator.CodeGenerators
- Entitas.CodeGeneration.CodeGenerator.PostProcessors
- Entitas.CodeGeneration.CodeGenerator.CLI.Ignore.UnusedKeys
to:
- CodeGenerator.SearchPaths
- CodeGenerator.Plugins
- CodeGenerator.DataProviders
- CodeGenerator.CodeGenerators
- CodeGenerator.PostProcessors
- CodeGenerator.CLI.Ignore.UnusedKeys
The default plugins are now in folder called Entitas
instead of Default
. Please update
the searchPaths in Entitas.properties.
Entitas.exe
is now uppercase with capital E
- Removed Entitas.Blueprints.Unity.*
- Changed ReactiveSystem.GetTrigger method signature
- Marked obsolete:
context.DestroyEntity(entity)
. Useentity.Destroy()
instead - Marked obsolete:
context.CreateCollector(matcher, event)
, use newcontext.CreateCollector(triggerOnEvent)
when you need.Removed
or.AddedOrRemoved
(e.g.GameMatcher.View.Removed()
)
-
Removed Entitas.Blueprints.Unity.*
- Remove all Entitas.Blueprints.Unity.* related code
- Remove BinaryBlueprints from your project. Consider using extension methods as described here instead sschmid#390
- Remove from Entitas.properties:
- Entitas.Blueprints.CodeGeneration.Plugins
- Entitas.Blueprints.CodeGeneration.Plugins.BlueprintDataProvider
- Entitas.Blueprints.CodeGeneration.Plugins.BlueprintsGenerator
-
Changed ReactiveSystem.GetTrigger() method signature
- find and replace
protected override Collector
->protected override ICollector
- find and replace
-
Generate
-
Marked obsolete:
context.DestroyEntity(entity)
. Useentity.Destroy()
instead -
Marked obsolete:
context.CreateCollector(matcher, event)
, use newcontext.CreateCollector(triggerOnEvent)
when you need.Removed
or.AddedOrRemoved
(e.g.GameMatcher.View.Removed()
)
In order to deploy Entitas as Dlls which enables 3rd party Addons and the extendable command line code generator the projects have been restructured. This restructuring has an impact on namespaces.
- You're fine - nothing to do for you ❤️
- Apply Migrations 0.41.0-1
- Apply Migrations 0.41.0-2
- Apply Migrations 0.41.0-3
These migrations should update most of the namespaces. Depending on which features of Entitas you have used there might be a chance that not all namespaces have been updated. In this case please fix the remaining namespaces manually.
Entitas.properties keys have been updated to support the latest code generator. Please open Entitas.properties in your project root and make sure the keys are updated. Here's an example from Match One
Entitas.CodeGeneration.Project = Assembly-CSharp.csproj
Entitas.CodeGeneration.SearchPaths = Assets/Libraries/Entitas, Assets/Libraries/Entitas/Editor, /Applications/Unity/Unity.app/Contents/Managed
Entitas.CodeGeneration.Assemblies = Library/ScriptAssemblies/Assembly-CSharp.dll
Entitas.CodeGeneration.Plugins = Entitas.CodeGeneration.Plugins, Entitas.CodeGeneration.Unity.Editor, Entitas.VisualDebugging.CodeGeneration.Plugins, Entitas.Blueprints.CodeGeneration.Plugins
Entitas.CodeGeneration.DataProviders = Entitas.Blueprints.CodeGeneration.Plugins.BlueprintDataProvider, Entitas.CodeGeneration.Plugins.ComponentDataProvider, Entitas.CodeGeneration.Plugins.ContextDataProvider, Entitas.CodeGeneration.Plugins.EntityIndexDataProvider
Entitas.CodeGeneration.CodeGenerators = Entitas.Blueprints.CodeGeneration.Plugins.BlueprintsGenerator, Entitas.CodeGeneration.Plugins.ComponentContextGenerator, Entitas.CodeGeneration.Plugins.ComponentEntityGenerator, Entitas.CodeGeneration.Plugins.ComponentGenerator, Entitas.CodeGeneration.Plugins.ComponentsLookupGenerator, Entitas.CodeGeneration.Plugins.ContextAttributeGenerator, Entitas.CodeGeneration.Plugins.ContextGenerator, Entitas.CodeGeneration.Plugins.ContextsGenerator, Entitas.CodeGeneration.Plugins.EntityGenerator, Entitas.CodeGeneration.Plugins.EntityIndexGenerator, Entitas.CodeGeneration.Plugins.MatcherGenerator, Entitas.VisualDebugging.CodeGeneration.Plugins.ContextObserverGenerator, Entitas.VisualDebugging.CodeGeneration.Plugins.FeatureClassGenerator
Entitas.CodeGeneration.PostProcessors = Entitas.CodeGeneration.Plugins.AddFileHeaderPostProcessor, Entitas.CodeGeneration.Plugins.CleanTargetDirectoryPostProcessor, Entitas.CodeGeneration.Plugins.MergeFilesPostProcessor, Entitas.CodeGeneration.Plugins.NewLinePostProcessor, Entitas.CodeGeneration.Plugins.WriteToDiskPostProcessor, Entitas.CodeGeneration.Plugins.ConsoleWriteLinePostProcessor, Entitas.CodeGeneration.Unity.Editor.DebugLogPostProcessor
Entitas.CodeGeneration.TargetDirectory = Assets/Sources/
Entitas.CodeGeneration.Contexts = Game, GameState, Input
Entitas.VisualDebugging.Unity.SystemWarningThreshold = 8
Entitas.VisualDebugging.Unity.DefaultInstanceCreatorFolderPath = Assets/Editor/DefaultInstanceCreator/
Entitas.VisualDebugging.Unity.TypeDrawerFolderPath = Assets/Editor/TypeDrawer/
Explanation:
- Entitas.CodeGeneration.Project: Relative path to your project.csproj (when using Unity use
Assembly-CSharp.csproj
) - Entitas.CodeGeneration.SearchPaths: The new code generator can be extended with 3rd party plugins. Specify all folders where plugin dlls can be found. Plugins may depend on UnityEngine or UnityEditor, if so please specify where those dlls can be found (Unity default on Mac:
/Applications/Unity/Unity.app/Contents/Managed
- Entitas.CodeGeneration.Assemblies: One or more Dlls that contain your components
- Entitas.CodeGeneration.Plugins: One or more Code Generator Plugin Dlls or namespaces
If all set up correctly DataProviders, CodeGenerators and PostProcessors can be set in Unity.
The command line code generator currently doesn't support the following plugins:
- Entitas.Blueprints.CodeGeneration.Plugins (contains Blueprint DataProvider and CodeGenerator)
- Entitas.CodeGeneration.Unity.Editor (contains DebugLogPostProcessor)
because they use Unity specific api. They will work as expected when generating from within Unity but don't work on the command line.
To test the config for potential problems, please unzip Entitas-CodeGenerator.zip in the root folder of your project.
- Right-click Entitas-CodeGenerator.zip, open properties
- Check "Unblock"
- Hit Apply
- unzip
// skip mono on Windows
$ mono ./CodeGenerator/entitas.exe
Entitas Code Generator version 0.41.0
usage: entitas new [-f] - Creates new Entitas.properties config with default values
entitas edit - Opens Entitas.properties config
entitas doctor - Checks the config for potential problems
entitas status - Lists available and unavailable plugins
entitas fix - Adds missing or removes unused keys interactively
entitas scan - Scans and prints available types found in specified assemblies
entitas dry - Simulates generating files without writing to disk
entitas gen - Generates files based on Entitas.properties
[-v] - verbose output
[-s] - silent output (errors only)
To check the config for potential problems please run
$ mono ./CodeGenerator/entitas.exe doctor
The doctor
command will show you the status and potential problems. Sometime you might get a warning like this:
- Could not resolve xyz.dll
This is just a warning. If no error is shown after running the doctor
command, you can ignore those. All code generator plugins must be resolvable in order to be used. Use the status
command to see available and unavailable plugins. This command helps you manage the plugins. Add or remove DataProviders, CodeGenerators or PostProcessors and check with status
until you're happy. As usual, you can also use the Entitas Preferences Window in Unity to set up everything.
If there are nor problems use the gen
command to generate or use the green generate button in Unity as usual.
Entitas went type-safe! This was a huge task and I'm happy to finally share this with you guys! This feature makes Entitas safer and more managable in growing code bases and will eliminate certain kind of bugs. This change breaks existing projects! It is possible to manually migrate existing projects but there is no special workflow other than manually use find / replace to fix all compile errors. I use Entitas 0.37.0 in my current project (500+ systems) and was able to migrate within less than two days. If you have less systems and components you should be able to migrate within one day.
Reminder: If you're updating from versions < 0.36.0 you should update to 0.36.0 first. Be aware that existing Blueprints(Beta) are breaking
because of the renaming from Pool
to Context
. Existing Binary Blueprints have to be manually updated.
If you're not sure if you should update you can wait another week. I plan to make a video to show how to upgrade existing projects. After this you should be able to decide if you want to update or not.
- Rename
SingleEntityAttribute
toUniqueAttribute
- Change namespace of all attributes in CodeGenerator/Attributes to
Entitas.CodeGenerator.Api
- Find / replace
using Entitas.CodeGenerator
tousing Entitas.CodeGenerator.Api
in all generated context attributes - Find / replace
using Entitas.CodeGenerator;
tousing Entitas.CodeGenerator.Api;
in all generated components
After installing Entitas 0.37.0 you most likely end up having lots of compiler errors. The 2 biggest issues are:
- Generated components
- Systems
There migh also be other issues depending how you used Entitas before, but fixing the generated components and the systems might already do most of the work.
The old generated components extend Entitas.Entity by using partial class
.
The new version inherits Entitas.Entity to have a new entity type and to get rid of partial class
to enable
having Entitas as a precompiled dll.
The goal is to update the generated components. I see 3 possible workflows to fix them:
- Delete all components and generated components and use the EntitasLang DSL https://github.com/mzaks/ECS-Lang
- Temporarily move all the logic (systems) out of your Unity project and delete the generated components. After this there shouldn't be any compile errors anymore (if so, temporarily move them out if your Unity project). Now you should be able to re-generate. After that, move all the files back to your Unity project.
- Manually use find / replace in the generated components folder to migrate the components
All reactive systems need to be updated to be type-safe.
Manually use find / replace to migrate e.g. method signatures and other issues Take a look at Match-One AnimatePositionSystem.cs to see how the new reactive systems look like.
There might be other issues related to the type-safety. Rule of thumb:
- Every occurrences of
Entity
must be typed now, e.g.GameEntity
- Every occurrences of
Group
must be typed now, e.g.IGroup<GameEntity>
- Every occurrences of
Context
must be typed now, e.g.IContext<GameEntity>
orGameContext
if possible - Every occurrences of
Collector
must be typed now, e.g.Collector<GameEntity>
- Every occurrences of
Matcher
must be typed now, e.g.Matcher<GameEntity>.AllOf(...)
I recommend using find / replace on ceratin folders to fix those issues efficiently.
The term Pool
has been replaced with Context
. This affects all classes that
contain the word pool.
EntityCollector
has been renamed to Collector
GroupEventType
has been renamed to GroupEvent
- Rename
Pools.CreatePool()
toPools.CreateContext
- Rename
Pool
toContext
- Rename
Pools
toContexts
- Rename
Pools.SetAllPools()
toPools.SetAllContexts()
- Rename
PoolAttribute
toContextAttribute
- Rename
EntityCollector
toCollector
- Rename
GroupEventType
toGroupEvent
- Rename
GroupEventType.OnEntityAdded
toGroupEvent.Added
- Rename
GroupEventType.OnEntityRemoved
toGroupEvent.Removed
- Rename
GroupEventType.OnEntityAddedOrRemoved
toGroupEvent.AddedOrRemoved
- Use the command line tool
MigrationAssistant.exe
and apply Migration 0.36.0-2 - Manually migrate all systems and fix compiler errors
- apply Migration 0.36.0-1
- Ensure all code generator are selected and generate
IMatcher.Where()
has been removed. See #194
- You're fine - nothing to do for you ❤️
- Fix all the errors where you used
matcher.Where()
GroupObserver
has been renamed to EntityCollector
. See #168
- Rename
GroupObserver
toEntityCollector
- Rename
.CreateGroupObserver()
to.CreateEntityCollector()
- Rename
IGroupObserverSystem
toIEntityCollectorSystem
- Find & Replace
public EntityCollector groupObserver
withpublic EntityCollector entityCollector
- You're fine - nothing to do for you ❤️
IDeinitializeSystem
has been renamed to ITearDownSystem
. See #164
- Manually rename
IDeinitializeSystem
toITearDownSystem
- You're fine - nothing to do for you ❤️
Use the command line tool MigrationAssistant.exe
to automatically fix compile errors.
Entitas 0.32.0 introduces a new Pools class. Using the new PoolsGenerator will require
to update your existing project manually. You can still use the old Pools class in your
existing project if you want. If so, please use the OldPoolsGenerator instead of the new one.
Some code generators got renamed. Apply Migration 0.30.0
Marked old PoolMetaData constructor obsolete. If you encounter compile errors please apply Migration 0.26.0, open C# project and generate again.
If you're using Entitas with Unity, please open the Entitas preferences and make sure that all your desired code generators are activated. Due to some code generator renamings the ComponentIndicesGenerators inactive.
The SystemsGenerator has been removed. Please use pool.CreateSystem<MySystem>()
instead.
If you're using Entitas with Unity, please open the Entitas preferences and make sure that all your desired code generators are activated. Due to some code generator renamings the ComponentLookupGenerator and the ComponentsGenerator are inactive. Activate them (if desired) and generate.
Use the command line tool MigrationAssistant.exe
to automatically fix compile errors.
After that generate again.
To fix the compile errors after updating to Entitas 0.24.0, delete in Pools.cs
#if (UNITY_EDITOR)
var poolObserver = new Entitas.Unity.VisualDebugging.PoolObserver(_pool, ComponentIds.componentNames, ComponentIds.componentTypes, "Pool");
UnityEngine.Object.DontDestroyOnLoad(poolObserver.entitiesContainer);
#endif
and generate again.
Entitas 0.23.0 changed and applied naming conventions. Before updating to this version, follow these steps to prepare your project:
Pool.Count -> Pool.count
Group.Count -> Group.count
Properties.count -> Properties.count
": AllOfMatcher " -> ""
": base(new [] { index }) " -> ""
"static AllOfMatcher _matcher" -> "static IMatcher _matcher"
"public static AllOfMatcher" -> "public static IMatcher"
"new Matcher" -> "Matcher.AllOf"
In generated ...ComponentIds
namespace Entitas {
public partial class XYZMatcher {
public Matcher(int index) {
}
public override string ToString() {
return ComponentIds.IdToString(indices[0]);
}
}
}
Entitas 0.22.0 changed IReactiveSystem and IMultiReactiveSystem and renamed IStartSystem.Start to IInitializeSystem.Initialize.
Use the command line tool MigrationAssistant.exe
to automatically migrate IReactiveSystem.
Entitas 0.19.0 introduces a few breaking changes:
Added new e.OnComponentReplaced and removed all *WillBeRemoved events.
If you used group.OnEntityWillBeRemoved
, you could replace it either with
_group.OnEntityRemoved += (group, entity, index, component) => { //... };
or with
_group.OnEntityUpdated += (group, entity, index, previousComponent, newComponent) => { // ...};
If your generated component extensions are not compiling, find/replace WillRemoveComponent
with //WillRemoveComponent
to temporarily ignore the errors.
IReactiveSystem.Execute takes List instead of Entity[]. Use the command line tool MigrationAssistant.exe
to automatically migrate.
$ mono MigrationAssistant.exe
usage:
[-l] - print all available versions
[version] [path] - apply migration of version [version] to source files located at [path]
$ mono MigrationAssistant.exe -l
0.18.0 - Migrates IReactiveSystem API
0.19.0 - Migrates IReactiveSystem.Execute
// Example from Math-One example project, where all the systems are located in the Features folder
$ mono MigrationAssistant.exe 0.19.0 /Path/To/Project/Assets/Sources/Features
Entitas 0.18.0 changes IReactiveSystem. To upgrade your source files, follow these steps
- Install Entitas 0.18.0 (which will result in compiler errors)
- Use the command line tool
MigrationAssistant.exe
to automatically migrate
$ mono MigrationAssistant.exe
usage:
[-l] - print all available versions
[version] [path] - apply migration of version [version] to source files located at [path]
$ mono MigrationAssistant.exe -l
0.18.0 - Migrates IReactiveSystem API
// Example from Math-One example project, where all the systems are located in the Features folder
$ mono MigrationAssistant.exe 0.18.0 /Path/To/Project/Assets/Sources/Features
Entitas 0.12.0 generates prefixed matchers based on the PoolAttribute and introduces some API changes. In your existing project with a Entitas version < 0.12.0 manually rename the following classes and methods.
pool.CreateSystem() -> pool.CreateExecuteSystem()
Now that you're prepared for integrating the latest version, delete your existing version of Entitas, EntitasCodeGenerator and EntitasUnity.
Entitas
EntitasCodeGenerator
EntitasUnity
Open the Unity preference panel and select Entitas. Check and update the path to the folder where
the code generator will save all generated files. If you are using the PoolAttribute in your components,
add all custom pool names used in your application. Make sure that all existing custom PoolAttributes call
the base constructor with the same name as the class (without 'Attribute').
If you are not using the PoolAttribute in your components, you can skip this process.
using Entitas.CodeGenerator;
public class CoreGameAttribute : PoolAttribute {
public CoreGameAttribute() : base("CoreGame") {
}
}
Use the code generator and generate
Click the MenuItem "Entitas/Update API". All occurrences of the old Matcher will be updated
to the new version, which is prefixed based on the PoolAttribute.
Delete all custom PoolAttributes
Beside features, Entitas 0.10.0 includes lots of renaming. If your current Entitas version is < 0.10.0, you might want to follow the next few simple renaming steps, to speed up the integration of the latest version of Entitas. In your existing project with a Entitas version < 0.10.0 manually rename the following classes and methods.
EntityRepository -> Pool
EntityRepository.GetCollection() -> Pool.GetGroup()
EntityCollection -> Group
EntityCollection.EntityCollectionChange -> Group.GroupChanged
EntityRepositoryObserver -> GroupObserver
EntityRepositoryObserver.EntityCollectionEventType -> GroupObserver.GroupEventType
IEntityMatcher -> IMatcher
IEntitySystem -> IExecuteSystem
AllOfEntityMatcher -> AllOfMatcher
EntityRepositoryAttribute -> PoolAttribute
IReactiveSubEntitySystem -> IReactiveSystem
ReactiveEntitySystem -> ReactiveSystem
EntityWillBeRemovedEntityRepositoryObserver -> DELETE
IReactiveSubEntityWillBeRemovedSystem -> DELETE
ReactiveEntityWillBeRemovedSystem -> DELETE
Now that you're prepared for integrating the latest version, delete your existing version of Entitas, EntitasCodeGenerator and ToolKit.
Entitas
EntitasCodeGenerator
ToolKit (unless you use classes from ToolKit. The new version of Entitas doesn't depend on ToolKit anymore)
IReactiveSubEntityWillBeRemovedSystem
- Consider implementing ISystem & ISetPool and use group.OnEntityWillBeRemoved += foobar;
Use the code generator and generate