Welcome to part 1 of this Unity tutorial series, where we’ll be creating a survival shooter
game using Unity’s new implementation of the Entity Component System pattern, or Unity
ECS for short.
If you don’t know what Unity ECS is then I definitely checking out my video called
What is Unity ECS?.
Throughout this series you’ll be seeing lots of code, but I want you to focus on learning
how to think in terms of data and behaviour as you follow along.
Unity ECS is still in preview mode so a lot of the code you see is
subject to change.
But the concepts will remain the same, and learning how to use the Entity Component
System pattern effectively will put you ahead of the curve when Unity ECS is finally ready
for production.
So without further ado, let’s check out what we're going to make.
If you’ve ever checked out Unity’s official tutorials, then this’ll probably look really
familiar.
We’re going to be re-creating this survival shooter game using a hybrid version of Unity
ECS.
If you don’t know the differences between pure and hybrid ECS, then I have another video
that covers that, as well.
But don’t forget, during this series you should focus on learning the higher level
concepts of using the Entity Component System pattern.
The game we’ll be creating has a few basic game mechanics.
The player can move around the environment and fire his weapon.
The enemies spawn and navigate towards the player, dealing damage when they’re in range.
The player scores points for each enemy that he kills, and dies when his health runs down
to zero.
And that’s really all there is to it!
So, let’s get started!
Since this is just an introductory video, all we’re going to accomplish is setting
up our development environment to work with Unity ECS.
The first thing you should do is fire up Unity Hub and make sure you have a version of Unity
that supports Unity ECS.
In my case, I’ll be working with some variation of Unity 2018.2.
Now we can create a project, which I’ll call Survival Shooter, but you can call it
whatever you want.
Or, you can become a patron of Infallible Code and download this very project!
My patrons get access to all of the code shown off in my videos.
Plus becoming a patron is a great way to show your support for my work!
Now that the project is open in the editor, navigate to Edit, Project Settings, and then
Player.
Then set Scripting Runtime Version, found in the configuration portion of the Other
Settings section, to .Net 4.x Equivalent.
This will prompt the Unity editor to restart.
Once it does, close it.
There’s one more thing you’ll need to configure before you’re up an running.
You’ll need to copy a special manifest file into the Packages folder, located within the
root folder of your project.
You can find a copy of this manifest file linked in the description of this video, free
of charge.
The file contains information about special packages that currently aren’t listed in
Unity’s package manager by default.
If you’re watching this video in the future, then then you may be able to skip this step
entirely.
Alright, now you should be ready to go.
Go ahead and boot up Unity.
You’ll know everything worked if the Entities package is listed in your Package Manager
window, which you can find underneath the Window menu.
One more configuration that I recommend is docking the Entity Debugger window somewhere
on your editor’s UI.
You can find the Entity Debugger within the Debug sub-menu of the Window menu.
Trust me, this’ll come in handy later.
Well, now we’re ready to rock and roll.
In the next video we’ll get our player’s avatar in the scene and start handling some
player input.
Don’t forget to check out my other videos on Unity ECS, if you need to brush up on some
of the concepts before you move on.
If you enjoyed this video, please leave a like and comment letting me know what you
think.
And for more Unity tutorials just like this one, don’t forget to subscribe with notifications
on.
I’ll catch you in the next video.