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You appear to be asking two questions but the answers are related, and there is not a generic "right answer". So, I will provide illustrative examples. Question #1: In terms of Component Entity System, where should I put an entity logic that should be processed on each animation frame? If it truly needs to run every animation frame then the ...


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The TransformComponent idiom is common in most component-based engines, not just ECS engines (note that with Unity there are no "Systems" related to MonoBehavior objects, so it's not really an ECS, at least in the C# portion). A lot of engines literally do hardcode the existence of the TransformComponent and make the transform built in to the core ...


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The typical approach one - and the one taken to an extreme end by the "ECS" pattern that's hyped these days - is to have your module itself manage the components. That is, UIModule shouldn't have to iterate through the scene to find all UIComponent instances. Instead, the module should just have a list of the components it cares about. It can easily then ...



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