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Entitas Upgrade Guide
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.
Entitas 0.47.2 upgrade guide
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
Entitas 0.46.0 upgrade guide
Breaking changes
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)
After you installed
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
Entitas 0.45.0 upgrade guide
Breaking changes
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
Entitas 0.42.0 upgrade guide
Breaking changes
- 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.Removedor.AddedOrRemoved(e.g.GameMatcher.View.Removed())
After you installed
-
Removed Entitas.Blueprints.Unity.*
- Remove all Entitas.Blueprints.Unity.* related code
- Remove BinaryBlueprints from your project. Consider using extension methods as described here instead https://github.com/sschmid/Entitas-CSharp/issues/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.Removedor.AddedOrRemoved(e.g.GameMatcher.View.Removed())
Entitas 0.41.0 upgrade guide
Breaking changes
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.
Before you install
- You're fine - nothing to do for you ❤️
After you installed
- 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.
Note for Windows users
- 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 0.37.0 upgrade guide
Breaking changes
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.
Before you install
- Rename
SingleEntityAttributetoUniqueAttribute - Change namespace of all attributes in CodeGenerator/Attributes to
Entitas.CodeGenerator.Api - Find / replace
using Entitas.CodeGeneratortousing Entitas.CodeGenerator.Apiin all generated context attributes - Find / replace
using Entitas.CodeGenerator;tousing Entitas.CodeGenerator.Api;in all generated components
After you installed
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.
Problem 1 (Components):
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.
Solution 1 (Components)
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
Problem 2 (Systems)
All reactive systems need to be updated to be type-safe.
Solution 2 (Systems)
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.
Other issues
There might be other issues related to the type-safety. Rule of thumb:
- Every occurrences of
Entitymust be typed now, e.g.GameEntity - Every occurrences of
Groupmust be typed now, e.g.IGroup<GameEntity> - Every occurrences of
Contextmust be typed now, e.g.IContext<GameEntity>orGameContextif possible - Every occurrences of
Collectormust be typed now, e.g.Collector<GameEntity> - Every occurrences of
Matchermust be typed now, e.g.Matcher<GameEntity>.AllOf(...)
I recommend using find / replace on ceratin folders to fix those issues efficiently.
Entitas 0.36.0 upgrade guide
Breaking changes
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
Before you install
- Rename
Pools.CreatePool()toPools.CreateContext - Rename
PooltoContext - Rename
PoolstoContexts - Rename
Pools.SetAllPools()toPools.SetAllContexts() - Rename
PoolAttributetoContextAttribute - Rename
EntityCollectortoCollector - Rename
GroupEventTypetoGroupEvent - Rename
GroupEventType.OnEntityAddedtoGroupEvent.Added - Rename
GroupEventType.OnEntityRemovedtoGroupEvent.Removed - Rename
GroupEventType.OnEntityAddedOrRemovedtoGroupEvent.AddedOrRemoved
After you installed
- Use the command line tool
MigrationAssistant.exeand 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
Entitas 0.35.0 upgrade guide
Breaking changes
IMatcher.Where() has been removed. See #194
Before you install
- You're fine - nothing to do for you ❤️
After you installed
- Fix all the errors where you used
matcher.Where()
Entitas 0.34.0 upgrade guide
Breaking changes
GroupObserver has been renamed to EntityCollector. See #168
Before you install
- Rename
GroupObservertoEntityCollector - Rename
.CreateGroupObserver()to.CreateEntityCollector() - Rename
IGroupObserverSystemtoIEntityCollectorSystem - Find & Replace
public EntityCollector groupObserverwithpublic EntityCollector entityCollector
After you installed
- You're fine - nothing to do for you ❤️
Entitas 0.33.0 upgrade guide
Breaking changes
IDeinitializeSystem has been renamed to ITearDownSystem. See #164
Before you install
- Manually rename
IDeinitializeSystemtoITearDownSystem
After you installed
- You're fine - nothing to do for you ❤️
Entitas 0.32.0 upgrade guide
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.
Entitas 0.30.0 upgrade guide
Some code generators got renamed. Apply Migration 0.30.0
Entitas 0.29.0 upgrade guide
Marked old PoolMetaData constructor obsolete. If you encounter compile errors please apply Migration 0.26.0, open C# project and generate again.
Entitas 0.28.0 upgrade guide
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.
Entitas 0.27.0 upgrade guide
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.
Entitas 0.26.0 upgrade guide
Use the command line tool MigrationAssistant.exe to automatically fix compile errors.
After that generate again.
Entitas 0.24.0 upgrade guide
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 upgrade guide
Entitas 0.23.0 changed and applied naming conventions. Before updating to this version, follow these steps to prepare your project:
Rename
Pool.Count -> Pool.count
Group.Count -> Group.count
Properties.count -> Properties.count
Find/Replace in generated folder
": AllOfMatcher " -> ""
": base(new [] { index }) " -> ""
"static AllOfMatcher _matcher" -> "static IMatcher _matcher"
"public static AllOfMatcher" -> "public static IMatcher"
"new Matcher" -> "Matcher.AllOf"
Delete
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 upgrade guide
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 upgrade guide
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 upgrade guide
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.exeto 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 upgrade guide
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.
Before installing Entitas 0.12.0
Rename
pool.CreateSystem() -> pool.CreateExecuteSystem()
Now that you're prepared for integrating the latest version, delete your existing version of Entitas, EntitasCodeGenerator and EntitasUnity.
Delete
Entitas
EntitasCodeGenerator
EntitasUnity
Install Entitas 0.12.0
Setup Entitas Preferences
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") {
}
}
Code Generator
Use the code generator and generate
Update API
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
Delete all custom PoolAttributes
Entitas 0.10.0 upgrade guide
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.
Before installing Entitas 0.10.0
Rename
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
Delete
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.
Delete
Entitas
EntitasCodeGenerator
ToolKit (unless you use classes from ToolKit. The new version of Entitas doesn't depend on ToolKit anymore)
Install Entitas 0.10.0
Fix remaining issues
IReactiveSubEntityWillBeRemovedSystem
- Consider implementing ISystem & ISetPool and use group.OnEntityWillBeRemoved += foobar;
Code Generator
Use the code generator and generate