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Question by Rafael_Ayllon · Sep 22, 2019 at 07:41 PM · scrpting

ECS Error in prefab

Hello, i have implemented a simple code in unity using entity component system, all seems to be okey, but when i look the prefab of the object to wich i have added the script. I see this error: alt text

I don't know how to fix that. i leave you the script here

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using Unity.Entities;
 
 public class MovementCTRL : MonoBehaviour
 {
     public float speed;   
 }
 
 class MovementManager : ComponentSystem
 {
     protected override void OnUpdate()
     {
         //Esta variable, al declararla aquí será la misma para todas las entidaes que llame la función de abajo
         float time = Time.deltaTime;
 
         //Al foreach hay que pasarle sólo los parámetros que vayamos a utilizar abajo
         Entities.ForEach((Transform transform, MovementCTRL movData) =>
         {
             if(Input.GetKey(KeyCode.D))
             {
                 transform.position = Vector3.MoveTowards(transform.position, Vector3.zero, 1f);
             }
             if (Input.GetKey(KeyCode.A))
             {
                 transform.position = Vector3.MoveTowards(transform.position, new Vector3(15, 15, 0), 1f);
             }
         });        
     }
 }
 

Other than that, i have a doubt about this way of coding(ECS), is it allways better option than the tradicional one? or there are some scenarios where convencional coding is more optimal ??

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avatar image Captain_Pineapple · Sep 23, 2019 at 09:35 AM 0
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The error is something about a GameObjectEntity class. Is that a class you wrote? in that case it'd be good to attach that code as well.

avatar image Rafael_Ayllon Captain_Pineapple · Sep 23, 2019 at 02:36 PM 0
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No, its a unity class that is installed when you install Entities package, you have to add this class to the object to make the ECS work on it

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