f1eddc75ae655d3dd2494b58acf36192f5112dfd
Implement deferred structural mutations (AddComponent, RemoveComponent, DestroyEntity) to allow safe modification of the world during iteration. Additionally, introduce a new `EntityIterator` API providing zero- allocation `ref struct` iterators (`Select<T1>`, `Select<T1, T2>`, etc.) to support manual iteration with early-exit capabilities. As part of these changes, component access via `GetComponent<T>` during iteration now automatically marks components as modified.
Description
Observable ECS for Godot / Unity ?
471 KiB
Languages
C#
100%