Physical components of the system (ECS) is the core technique Unity guide data stack. As the name suggests, ECS has three main sections:
- Entity - an entity or thing filling your game or program
- Components - Data associated with your entity, but the data itself rather than an entity organized. (Such differences in the organization-oriented and object-oriented one of the key differences between design data.)
- The system - the component data is converted to its next state from its current state logic - for example, since the previous system may be multiplied by a time interval to update the position of its speed through all the mobile entity.