Simple PR, mainly for establishing global components and determining which Unity Dev flow we'll be using (ComponentSystem)
Reason:
ECS is very bare bones and doesn't have the necessary helper components/systems for easy sprite animation, which was assumed to exist within the ECS domain. Thus we'll have to roll back to a Hybrid version, where we'll still utilize the systems + components, but instead of Entities, we'll use GameObjects
Summary
Simple PR, mainly for establishing global components and determining which Unity Dev flow we'll be using (ComponentSystem)
Reason: ECS is very bare bones and doesn't have the necessary helper components/systems for easy sprite animation, which was assumed to exist within the ECS domain. Thus we'll have to roll back to a Hybrid version, where we'll still utilize the systems + components, but instead of Entities, we'll use GameObjects