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A small entity component system utility to manage unmanaged memory

License: MIT License

C# 100.00%

reactivedisposal's Introduction

Reactive Disposal

Reactive Disposal is a small utility to help manage unmanaged/unsafe memory in Unity's Entity Component System. This takes advantage of ISystemStateComponentData alongside IComponentData on unmanaged memory.

For the difference between the two, please take a look here.

Use Cases

Because ISystemStateComponentData have different lifetimes compared to IComponentData, all unmanaged memory must be disposed manually.

While it is completely possible to store unmanaged memory in MonoBehaviours, this greatly couples the use of objects with something that is honestly just pure data. This also makes the project very messy as objects which can be converted and destroyed into their entity format, are now injected and persistent thus taking up more memory within the game.

Install Guide

As a submodule

Simply clone this project as a submodule into your git repository.

git submodule add https://github.com/InitialPrefabs/ReactiveDisposal.git <path-to-desired-directory>

As a Unity Package

Add this line to Packages/manifest.json

  • "com.initialprefabs.reactive-disposal": "git://github.com/InitialPrefabs/ReactiveDisposal.git"

Docs

Jump over to the wiki for more detailed info!

General TODOs

  • Implement unit tests on all reactive systems
  • Implement unit tests on all blob data structures
  • Implement play mode tests so that there are some safety integration tests no runtime
  • Write wiki
  • Add package support

reactivedisposal's People

Contributors

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