Ecosyste.ms: Awesome

An open API service indexing awesome lists of open source software.

https://github.com/fabriziospadaro/SpriteSheetRenderer

Spritesheet renderer is a powerful Unity ECS API to render massive numbers of sprites using the new dots stack, taking full advantage of Jobs, DynamicBuffers and ComputeBuffer
https://github.com/fabriziospadaro/SpriteSheetRenderer

ecs entity-component-system unity unity-dots unity2d

Last synced: about 2 months ago
JSON representation

Spritesheet renderer is a powerful Unity ECS API to render massive numbers of sprites using the new dots stack, taking full advantage of Jobs, DynamicBuffers and ComputeBuffer

Lists

README

        

## Support
SpriteSheetRenderer is an open-source project that I am developing in my free time. If you like it you can support me by donations.

[!["Buy Me A Coffee"](https://www.buymeacoffee.com/assets/img/custom_images/orange_img.png)](https://www.buymeacoffee.com/LRTk8rn
)

# SpriteSheetRenderer (updated to unity 2020.3 and entitas V0.17.0)
A powerful Unity ECS api to render massive numbers of animated sprites using the new dots stack, taking full advantages of Jobs, DynamicBuffers and ComputeBuffer:
##### 1 million animated sprites were rendered at 60fps(none of them was hurt during the process) on a Mid-2015 MacBook Pro.
![N|Solid](https://forum.unity.com/proxy.php?image=https%3A%2F%2Fi.imgur.com%2FzRSWhy0.png&hash=754bc4b4187e2d72ce0eb2c578b996dc)
## C# 4 required

### How to use (SINGLE INSTANTIATE):
* 1- Create the Archetype:

```sh
EntityArchetype archetype = eManager.CreateArchetype(
typeof(Position2D),
typeof(Rotation2D),
typeof(Scale),
//required params
typeof(SpriteIndex),
typeof(SpriteSheetAnimation),
typeof(SpriteSheetMaterial),
typeof(SpriteSheetColor),
typeof(SpriteMatrix),
typeof(BufferHook)
);
```

* 2- Record and bake this spritesheet(only once)

```sh
SpriteSheetManager.RecordSpriteSheet(sprites, "emoji");
```
* 3- Populate components

```sh
List components = new List {
new Position2D { Value = float2.zero },
new Scale { Value = 15 },
new SpriteIndex { Value = UnityEngine.Random.Range(0, maxSprites) },
new SpriteSheetAnimation { maxSprites = maxSprites, play = true, repetition = SpriteSheetAnimation.RepetitionType.Loop, samples = 10 },
new SpriteSheetColor { color = new float4(color.r, color.g, color.b, color.a) }
};
```

* 4- Instantiate the entity

```sh
Entity e = SpriteSheetManager.Instantiate(archetype, components, "emoji");
```

* Update the entity

```sh
Entity e = SpriteSheetManager.UpdateEntity(e, new Position2D { Value = float2.zero});
```

* Destroy the entity

```sh
Entity e = SpriteSheetManager.DestroyEntity(e, "emoji");
```

### How to use (BULK INSTANTIATE):

* 1- Create the Archetype:

```sh
EntityArchetype archetype = eManager.CreateArchetype(
typeof(Position2D),
typeof(Rotation2D),
typeof(Scale),
//required params
typeof(SpriteIndex),
typeof(SpriteSheetAnimation),
typeof(SpriteSheetMaterial),
typeof(SpriteSheetColor),
typeof(SpriteMatrix),
typeof(BufferHook)
);
```

* 2- Bulk instantiate entities

```sh
NativeArray entities = new NativeArray(spriteCount, Allocator.Temp);
eManager.CreateEntity(archetype, entities);
```

* 2- Record and bake this spritesheet(only once)

```sh
SpriteSheetManager.RecordSpriteSheet(sprites, "emoji");
```

* 3- Populate components

```sh
for(int i = 0; i < entities.Length; i++) {
Entity e = entities[i];
eManager.SetComponentData(e, new SpriteIndex { Value = 0});
eManager.SetComponentData(e, new Scale { Value = 10 });
eManager.SetComponentData(e, new Position2D { Value = RANDOM_VECTOR });
eManager.SetComponentData(e, new SpriteSheetAnimation { maxSprites = MAX_SPRITES, play = true, repetition = SpriteSheetAnimation.RepetitionType.Loop, samples = 10 });
SpriteSheetColor col = new SpriteSheetColor { color = A_COLOR };
eManager.SetComponentData(e, col);
eManager.SetComponentData(e, new BufferHook { bufferID = i, bufferEnityID = DynamicBufferManager.GetEntityBufferID(material) });
eManager.SetSharedComponentData(e, material);
}
```