EntityEngine ECS – Lightweight Hybrid ECS for Unity View on Asset Store (opens in new tab)

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Latest version
1.0
Last updated
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Unity version
2022.3.13 or later
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119 KB
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36
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EntityEngine ECS – Lightweight Hybrid ECS for Unity

by AxionGameEngine (opens in new tab)

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Lightweight hybrid ECS for Unity with archetype chunks, sparse component stores, query-based systems, and full source code for gameplay, AI, simulation, and custom runtime architecture.

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About this asset

EntityEngine ECS is a lightweight, source-included Entity Component System framework for Unity. It is designed for developers who want a practical ECS architecture without the complexity of larger frameworks.

The package uses a hybrid storage model:

  • components used by active ECS systems are stored in archetype chunks for efficient iteration
  • components that are not part of active system queries can remain in sparse stores for flexibility

This approach helps balance runtime performance, ease of use, and clean project structure.

EntityEngine ECS allows you to:

  • create and manage entities with struct components
  • organize gameplay logic into reusable systems
  • iterate efficiently over matched component sets
  • add and remove components dynamically
  • react to component add/remove events through lifecycle hooks
  • generate a component resolver in the Unity Editor

The package is customizable and suitable for many project types, including:

  • action games
  • strategy games
  • simulation games
  • sandbox systems
  • AI-heavy gameplay
  • combat and status effect systems
  • custom gameplay frameworks

Because the full source code is included, the framework can also be extended or adapted for project-specific architecture.

From the publisher's Asset Store listing.

Technical details

  • Lightweight hybrid ECS architecture for Unity
  • Archetype and chunk-based storage for system-relevant components
  • Sparse component storage for flexible non-query components
  • Query-based ECS systems supporting 1, 2, 3, or 4 component types
  • Deterministic system execution order
  • One-time compile step for runtime system matching
  • Struct-based components
  • Dynamic entity transitions between archetypes
  • Component lifecycle hooks via IComponentHooks
  • EntityId and EntityHandle APIs
  • ComponentRef<T> access support
  • Type-based component addition support
  • Editor tool for generating EEComponentResolver
  • Full C# source code included
  • Suitable for gameplay systems, AI, simulation, combat logic, and data-oriented runtime architecture

Compatibility

AI disclosure: Documentation PDF includes sections drafted with ChatGPT and edited by the author. All runtime code is original and human-written. No third-party copyrighted content used.

As listed on the Asset Store.