I’ve seen in some older posts that there are plans for better full ECS integration, such as an authoring component for Follower Entities. I am using an authoring script another user posted in those older posts.
But I’m curious about where things stand now for full ECS integration. Are we any closer to it being a thing? Especially integrating the Unity Physics package. That authoring component I found does work, but when the sub scene is closed and everything gets converted to entities, the movement (or rather the grounding) stops working (I assume because the GameObject colliders technically don’t exist anymore, so the gravity/grounding raycast aren’t finding anything to latch onto).
Anyway, just wondering! Love the package, keep up the great work!
Hi, I’m on the same boat!
I managed to make it work when I cache the grid + use Agents Navigation from the asset store - then it will work at the build. However, the moment something changes (colliders move) it won’t discover them, just like you said since it can’t interact with the entities world.
A solution for that will be most welcome
btw @random, as a solution for now, you can create a system that takes all moving colliders/new colliders from the entities world and duplicate them and their locations to the gameobject world.
Its a pretty easy solution to fix a pretty big problem (though it’s not ideal, but not terrible)
I’ve been working on a proper built-in baker for the FollowerEntity. It will likely be included in the next update.
Integration with the unity physics package is likely further out. There’s a lot of code that needs to be updated.