Building an ECS #1: Types, Hierarchies and Prefabs - Sander Mertens
: It emphasizes clean code and decoupled systems, allowing for easier debugging and iteration compared to "vanilla" ECS. Core Components Building an ECS #1: Types, Hierarchies and Prefabs
: Simple unique identifiers (often integers) representing a "thing" in the game. Building an ECS #1: Types
: It enables the use of "Actor-Component" patterns alongside "Entity-Component" patterns, making it easier to integrate into existing Unity projects without a total refactor. Building an ECS #1: Types, Hierarchies and Prefabs
: The project is open-source and hosted on the Watcher3056/EasyCS GitHub repository .