ISystem和SystemBase的区别
Archetype和Chunk
相同组件的实体放在一起,也就是我们所说的内存块(Chunk)
Chunk有一个大小
https://blog.csdn.net/weixin_40124181/article/details/103716338
如果批量操作的entity都是同一个chunk下的效率会更高
放相同组件的实体的所有块,都属于同一个类型,也就是原型
SubScene
https://blog.csdn.net/weixin_38027841/article/details/136976174?spm=1001.2101.3001.6650.2&utm_medium=distribute.pc_relevant.none-task-blog-2%7Edefault%7EBlogCommendFromBaidu%7ERate-2-136976174-blog-103921827.235%5Ev43%5Epc_blog_bottom_relevance_base8&depth_1-utm_source=distribute.pc_relevant.none-task-blog-2%7Edefault%7EBlogCommendFromBaidu%7ERate-2-136976174-blog-103921827.235%5Ev43%5Epc_blog_bottom_relevance_base8&utm_relevant_index=5
ecs下的entity的需要转换的gameobject放subscene下,其他不需要转成entity放scene下,subscene管理这个场景下的所有实体
托管Component和非托管Component的区别
Unity 不支持多线程 GC,只有主线程才能使用GC,而Burst支持多线程,Burst一般只能编结构体的代码
https://blog.csdn.net/biliskener/article/details/136966987#:~:text=%E5%9C%A8%E4%BD%BF%E7%94%A8Burst%E7%BC%96%E8%AF%91%E5%99%A8%E7%BC%96%E8%AF%91%E7%9A%84%E4%BB%A3%E7%A0%81%E4%B8%AD%E4%B8%8D%E8%83%BD%E4%BD%BF%E7%94%A8Managed%20Component%E3%80%82%20%E5%A6%82%E6%9E%9CManaged%20Component%E4%B8%AD%E4%BD%BF%E7%94%A8%E4%BA%86%E6%89%98%E7%AE%A1%E7%9A%84%E6%95%B0%E6%8D%AE%E7%B1%BB%E5%9E%8B%EF%BC%8C%E5%8F%AF%E8%83%BD%E9%9C%80%E8%A6%81%E6%89%8B%E5%8A%A8%E6%B7%BB%E5%8A%A0%E5%BA%8F%E5%88%97%E5%8C%96%2CClone%2C%E6%AF%94%E8%BE%83%E7%AD%89%E5%8A%9F%E8%83%BD%E3%80%82,%E5%AE%9A%E4%B9%89%E4%B8%80%E4%B8%AAManaged%20Component%E4%B9%9F%E9%9D%9E%E5%B8%B8%E7%AE%80%E5%8D%95%2C%E4%BD%A0%E5%8F%AA%E8%A6%81%E5%AE%9A%E4%B9%89%E4%B8%80%E4%B8%AAclass%2C%E7%BB%A7%E6%89%BF%E8%87%AAIComponentData%2C%E8%BF%99%E6%A0%B7%E5%B0%B1%E5%AE%9A%E4%B9%89%E5%A5%BD%E4%BA%86%E4%B8%80%E4%B8%AAManaged%20Component%20%28%E6%B3%A8%E6%84%8F%E9%9D%9E%E6%89%98%E7%AE%A1%E7%9A%84%E6%98%AF%E5%AE%9A%E4%B9%89struct%29%E3%80%82
ShareComponent 和 Chunk components
ISystem里收集对应关注component的方法的写法
SystemHandle 和 Component LookUp
https://segmentfault.com/a/1190000044119689