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Migration to v3 is a work in progress, the majority of the v3 api is already exposed in v2.4, those should be finished first:
- [x] Pair API (replaces trait API)
- [x] `event/event[]` instead of…
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**Describe the bug**
Exclusive relationship in a prefab that's marked as an override is not overridden if the entity already has the relationship added.
1. An entity has an exclusive relationship
…
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Hi, I'm new to meson and ninja building but I was trying to see if these lua bindings work.
It fails at "ninja" step with this error:
![image](https://user-images.githubusercontent.com/51087997/1866…
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When using entity names and parenting, memory usage increases a lot and performance when iterating with a query decreases significantly.
To repro, I used the `queries_hierarchy` example, modified t…
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Hello,
The motivation behind implementing IDisposable is to allow automatic disposure of CString when they are no longer used by flecs
For example:
```CSharp
using (var cname = (Runtime.CS…
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**Describe the bug**
When adding a component to an entity which is part of a flattened branch I get `fatal: table.c: 1533: assert: !(table->flags & EcsTableHasTarget) INVALID_OPERATION` with the call…
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**Describe the bug**
The `flecs::iter::delta_time()` and `flecs::entity_view::delta_time()` functions don't always provide consistent values.
**To Reproduce**
Repro code
```c++
#include
…
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**Describe the problem you are trying to solve.**
I'm currently trying to build a player state machine directly in flecs. The samples show one or two ways to do this, but they are a bit too limited f…
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It's cool to see people working on library relations, have you seen https://github.com/BoxyUwU/librelations its out of date but relies on a fork of bevy_ecs to allow for despawning entities to also de…
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So I'm creating a binding for an entity component system called flecs. Components in flecs are simple structs of variables only. For example if I were to use flecs in C++ it would look like this:
```…