{"passport":{"unfragile":{"@version":"1.0","version":"2026-05","artifact":{"id":"github-sschmid--entitas","slug":"sschmid--entitas","name":"Entitas","type":"framework","url":"https://github.com/sschmid/Entitas","page_url":"https://unfragile.ai/sschmid--entitas","categories":["app-builders"],"tags":["c-sharp","code-generation","csharp","design-pattern","design-patterns","ecs","entity","entity-component-system","game","game-development","game-engine","gamedev","performance","tdd","unity","unity3d"],"pricing":{"model":"open_source","free":true,"starting_price":null},"status":"active","verified":false},"capabilities":[{"id":"github-sschmid--entitas__cap_0","uri":"capability://code.generation.editing.type.safe.entity.component.api.generation.via.reflection.based.code.generation","name":"type-safe entity component api generation via reflection-based code generation","description":"Entitas uses a code generator (Jenny) that introspects component class definitions marked with IComponent interface and automatically generates type-safe fluent APIs (e.g., entity.AddPosition() instead of generic entity.AddComponent<Position>()). The generator creates context-specific entity classes, matcher factories, and component accessors by parsing C# source files and emitting boilerplate code, eliminating manual repetition while maintaining compile-time safety and IDE autocomplete support.","intents":["I want to add components to entities with compile-time type checking instead of runtime reflection","I need IDE autocomplete for component operations without writing boilerplate accessor methods","I want to generate context-specific entity classes (GameEntity, UIEntity) automatically from component definitions","I need matcher factories generated automatically so I don't manually define AllOf/AnyOf/NoneOf combinations"],"best_for":["C# game developers using Unity who want to reduce boilerplate while maintaining type safety","Teams building performance-critical games where compile-time guarantees matter","Developers migrating from inheritance-based architectures to composition-based ECS"],"limitations":["Code generation runs as a pre-build step, adding ~1-5 seconds to build time depending on component count","Generated code must be committed to source control or regenerated on every machine, complicating CI/CD without proper setup","Generator only works with C# components; cannot generate for components defined in other .NET languages","Changes to component definitions require regeneration; stale generated code can cause runtime errors if not caught"],"requires":["C# 7.3 or higher","Unity 2018.3 or later (for integrated code generation)","Jenny code generator executable in project","Components must implement IComponent interface"],"input_types":["C# source files containing component class definitions","Component attributes (e.g., [Event], [Unique], [ForeignKey])"],"output_types":["Generated C# source files with entity extension methods","Generated matcher classes with static factory methods","Generated context-specific entity classes with typed component accessors"],"categories":["code-generation-editing","developer-tools"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-sschmid--entitas__cap_1","uri":"capability://planning.reasoning.multi.context.entity.lifecycle.management.with.domain.separation","name":"multi-context entity lifecycle management with domain separation","description":"Entitas provides a Context abstraction that acts as a container and lifecycle manager for entities belonging to a specific domain (e.g., GameContext, InputContext, UIContext). Each context maintains its own entity pool, component index, and group cache, allowing developers to logically partition game state and systems. Contexts expose fluent APIs for entity creation, destruction, and querying via matchers, with automatic group updates when entities gain or lose components.","intents":["I want to separate game state into logical domains (game logic, input, UI) without coupling systems together","I need to create and destroy entities efficiently with automatic cleanup and pooling","I want to query entities by component combinations without manually iterating collections","I need to ensure entities from different domains don't accidentally interact"],"best_for":["Game developers building complex games with multiple subsystems (gameplay, UI, networking, audio)","Teams needing clear architectural boundaries between game systems","Developers optimizing for memory efficiency through entity pooling"],"limitations":["Cross-context entity references require manual management; no built-in foreign key constraints between contexts","Context switching adds indirection overhead (~5-10% per system update depending on context count)","No automatic synchronization between contexts; developers must manually propagate state changes across domains","Entities cannot move between contexts; must be destroyed and recreated if domain changes"],"requires":["C# 7.3 or higher","Unity 2018.3 or later","Generated context classes from code generator"],"input_types":["Component definitions with context attributes","Entity creation requests with component data"],"output_types":["Entity instances with attached components","Group collections of entities matching matchers","Lifecycle events (OnEntityCreated, OnEntityDestroyed)"],"categories":["planning-reasoning","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-sschmid--entitas__cap_10","uri":"capability://code.generation.editing.component.attribute.driven.code.generation.with.custom.generation.rules","name":"component attribute-driven code generation with custom generation rules","description":"Entitas uses a Jenny code generator that parses component class definitions and their attributes ([Event], [Unique], [ForeignKey], [PrimaryKey], etc.) to generate specialized code. Attributes control code generation behavior, allowing developers to declare component properties without writing boilerplate. The generator supports custom generation rules via plugins, enabling teams to extend code generation for domain-specific needs (e.g., network serialization, UI binding).","intents":["I want to declare component properties with attributes and have code generated automatically","I need to mark components as events, unique, or foreign keys and have the generator create appropriate code","I want to extend code generation with custom rules for my game's specific needs","I need to generate serialization code, UI bindings, or network replication code from component definitions"],"best_for":["Game developers wanting to reduce boilerplate through attribute-driven code generation","Teams building custom code generation plugins for domain-specific needs","Developers extending Entitas with specialized component handling (networking, persistence, UI)"],"limitations":["Custom generation rules require C# plugin development; not accessible to non-programmers","Generator output must be committed to source control or regenerated on every machine","Attribute parsing is limited to C# syntax; cannot generate code for components in other languages","Debugging generated code is harder than hand-written code; stack traces point to generated files"],"requires":["C# 7.3 or higher","Jenny code generator executable","Component definitions with IComponent interface","Custom generation plugins (optional) for extended functionality"],"input_types":["Component class definitions","Component attributes ([Event], [Unique], etc.)","Custom generation rule plugins"],"output_types":["Generated C# source files","Specialized code based on attributes (event handlers, unique accessors, etc.)"],"categories":["code-generation-editing","tool-use-integration"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-sschmid--entitas__cap_11","uri":"capability://code.generation.editing.fluent.entity.api.with.method.chaining.for.component.operations","name":"fluent entity api with method chaining for component operations","description":"Entitas provides a fluent API for entity manipulation where component operations (add, remove, replace) can be chained together in a single expression. The generated entity classes expose typed methods like entity.AddPosition(x, y).AddVelocity(vx, vy).IsMoving(true) that return the entity instance, enabling readable, chainable code. This fluent pattern reduces boilerplate and improves code readability compared to imperative component management.","intents":["I want to add multiple components to an entity in a single readable expression","I need to initialize entity state with a chain of component operations","I want code that reads naturally and is easy to understand at a glance","I need to reduce the number of lines of code for common entity setup patterns"],"best_for":["Game developers writing readable, maintainable entity initialization code","Teams valuing code clarity and reducing boilerplate in entity setup","Developers building complex entity configurations with many components"],"limitations":["Fluent API adds ~1-2% overhead per operation due to method call overhead","Chaining can make debugging harder; stack traces show multiple method calls for single logical operation","IDE autocomplete can become cluttered with many chained methods","Fluent API is less efficient than batch operations for adding many components to many entities"],"requires":["C# 7.3 or higher","Generated entity classes from code generator","Components with typed accessors"],"input_types":["Component data for initialization"],"output_types":["Entity instance with attached components","Fluent method chain result"],"categories":["code-generation-editing","developer-tools"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-sschmid--entitas__cap_2","uri":"capability://planning.reasoning.reactive.system.execution.with.component.change.event.subscriptions","name":"reactive system execution with component change event subscriptions","description":"Entitas implements reactive systems that automatically trigger when entities gain, lose, or replace specific components. Systems subscribe to component change events (OnComponentAdded, OnComponentRemoved, OnComponentReplaced) via matcher-based predicates, and the framework batches these events and executes reactive systems in response. This eliminates manual polling and enables event-driven architecture where systems only run when relevant state changes occur.","intents":["I want systems to automatically trigger when entities gain or lose specific components without polling","I need to respond to component changes (e.g., health depletion) with event-driven logic","I want to batch component change events and process them in a single frame to avoid frame-rate spikes","I need to decouple systems so they don't need to know about each other's existence"],"best_for":["Game developers building event-driven gameplay systems (damage, death, state transitions)","Teams optimizing frame time by eliminating unnecessary system iterations","Developers building complex game logic with many interdependent systems"],"limitations":["Event batching adds ~1-2ms overhead per frame for event collection and dispatch","Reactive systems cannot access entities that were destroyed in the same frame; requires deferred destruction","Event ordering is not guaranteed; systems may execute in unpredictable order if multiple events fire simultaneously","Debugging event-driven logic is harder than imperative systems due to implicit control flow"],"requires":["C# 7.3 or higher","IReactiveSystem interface implementation","Generated matcher classes from code generator","Context with reactive system support"],"input_types":["Component change events (added, removed, replaced)","Entity matcher predicates"],"output_types":["System execution triggered by component changes","Modified entities with new component state"],"categories":["planning-reasoning","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-sschmid--entitas__cap_3","uri":"capability://data.processing.analysis.component.matcher.based.group.querying.with.automatic.cache.invalidation","name":"component matcher-based group querying with automatic cache invalidation","description":"Entitas provides a Matcher class that defines entity query criteria using fluent AllOf/AnyOf/NoneOf predicates, which are compiled into efficient group collections. Groups automatically track entities matching the matcher criteria and update their membership when entities gain or lose components. The framework caches groups by matcher hash to avoid redundant queries, and invalidates caches when component changes occur, ensuring queries always return correct results without manual refresh.","intents":["I want to query entities by component combinations without writing manual filter loops","I need efficient group membership tracking that updates automatically when components change","I want to reuse the same query multiple times without recalculating group membership","I need to express complex queries (e.g., 'has Position AND (has Velocity OR has Acceleration) AND NOT has Static')"],"best_for":["Game developers querying entities frequently (every frame) for system processing","Teams optimizing query performance through caching and automatic invalidation","Developers building complex entity filters with multiple component criteria"],"limitations":["Matcher compilation adds ~0.5-1ms overhead on first query; subsequent queries are cached","Group membership updates add ~5-10% overhead per component change operation","Matchers are immutable; creating new matchers for dynamic queries requires code generation or reflection","Cache invalidation is global; changing one entity invalidates all groups (no fine-grained invalidation)"],"requires":["C# 7.3 or higher","Generated matcher classes from code generator","Context instance with group support"],"input_types":["Component types for matcher criteria","Matcher predicates (AllOf, AnyOf, NoneOf)"],"output_types":["Group collections of entities matching criteria","Cached matcher instances for reuse"],"categories":["data-processing-analysis","search-retrieval"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-sschmid--entitas__cap_4","uri":"capability://automation.workflow.entity.pooling.and.memory.management.with.garbage.collection.optimization","name":"entity pooling and memory management with garbage collection optimization","description":"Entitas implements object pooling for entities and components to minimize garbage collection pressure in Unity's managed environment. When entities are destroyed, they are returned to a pool rather than deallocated, and component instances are reused across entity lifecycle. The framework pre-allocates entity pools based on expected capacity and resets component state on reuse, reducing GC.Alloc calls and frame-time spikes from garbage collection.","intents":["I want to create and destroy many entities per frame without triggering garbage collection","I need to minimize GC.Alloc calls to maintain consistent frame times","I want to pre-allocate entity pools to avoid dynamic allocation during gameplay","I need to ensure component state is properly reset when entities are reused from the pool"],"best_for":["Game developers building high-performance games with many dynamic entities (bullets, particles, enemies)","Teams targeting mobile platforms where garbage collection is a critical performance bottleneck","Developers optimizing for consistent frame times and low latency"],"limitations":["Pre-allocated pools consume memory upfront; oversizing pools wastes memory, undersizing causes allocation during gameplay","Component reset logic must be manually implemented; forgetting to reset state causes bugs","Pooling adds ~1-2% overhead per entity operation for pool management","Debugging is harder with pooled objects; entity IDs may be reused, causing confusion in logs"],"requires":["C# 7.3 or higher","Unity 2018.3 or later","Context with pooling support","Components implementing proper reset/cleanup logic"],"input_types":["Entity pool capacity configuration","Component state for reset"],"output_types":["Pooled entity instances","Reused component instances with reset state"],"categories":["automation-workflow","data-processing-analysis"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-sschmid--entitas__cap_5","uri":"capability://data.processing.analysis.entity.index.based.fast.lookup.by.component.field.values","name":"entity index-based fast lookup by component field values","description":"Entitas provides entity indexing capabilities that create hash-based indices on specific component fields (e.g., index entities by their ID or position). Indices are automatically maintained as entities gain/lose components or component values change, enabling O(1) lookups by field value instead of O(n) group iteration. Developers declare indices via attributes on components, and the code generator creates index management code.","intents":["I want to find an entity by its ID or unique identifier in O(1) time instead of iterating all entities","I need to look up entities by spatial position or other field values without manual dictionary management","I want indices to automatically update when component values change","I need to avoid expensive linear searches through large entity collections"],"best_for":["Game developers with large entity counts (1000+) needing fast lookups by field value","Teams building systems that frequently query entities by ID or spatial coordinates","Developers optimizing hot paths where lookup performance is critical"],"limitations":["Index maintenance adds ~2-5% overhead per component value change","Indices consume additional memory proportional to entity count (hash table overhead)","Only single-field indices are supported; composite indices require manual implementation","Index creation is declared via attributes; dynamic index creation at runtime is not supported"],"requires":["C# 7.3 or higher","Generated index classes from code generator","[PrimaryKey] or [Index] attributes on component fields","Context with index support"],"input_types":["Component field values for indexing","Index attribute declarations"],"output_types":["O(1) entity lookups by field value","Index collections with automatic updates"],"categories":["data-processing-analysis","search-retrieval"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-sschmid--entitas__cap_6","uri":"capability://tool.use.integration.monobehaviour.integration.with.entity.component.bridge","name":"monobehaviour integration with entity-component bridge","description":"Entitas provides integration with Unity's MonoBehaviour system through a bridge pattern that allows MonoBehaviours to interact with ECS entities. Developers can attach MonoBehaviour components to GameObjects and have them communicate with Entitas entities via event systems or direct component access. The framework provides helper classes and patterns for converting between GameObject-based and entity-based representations.","intents":["I want to use Entitas ECS for game logic while keeping MonoBehaviour-based rendering and input","I need to convert GameObject state into Entitas entities for processing","I want MonoBehaviours to respond to entity component changes without tight coupling","I need to gradually migrate a MonoBehaviour-based codebase to ECS without rewriting everything"],"best_for":["Game developers migrating from MonoBehaviour architecture to ECS incrementally","Teams with existing MonoBehaviour-based codebases that want to adopt ECS for performance-critical systems","Developers building hybrid systems where some logic uses MonoBehaviours and some uses ECS"],"limitations":["Bridge pattern adds indirection overhead (~5-10% per interaction) compared to pure ECS","Synchronization between MonoBehaviour state and entity state must be manual; no automatic two-way binding","Debugging is harder with hybrid systems due to split state between GameObjects and entities","Performance benefits of ECS are reduced when heavily using MonoBehaviour integration"],"requires":["C# 7.3 or higher","Unity 2018.3 or later","MonoBehaviour components with Entitas integration code","Context instance accessible from MonoBehaviours"],"input_types":["MonoBehaviour component state","GameObject references"],"output_types":["Entitas entities with corresponding component data","Events triggered by entity changes"],"categories":["tool-use-integration","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-sschmid--entitas__cap_7","uri":"capability://safety.moderation.visual.debugging.and.entity.inspector.with.real.time.state.inspection","name":"visual debugging and entity inspector with real-time state inspection","description":"Entitas includes editor extensions and visual debugging tools that allow developers to inspect entity state, component values, and group membership in real-time during gameplay. The framework provides an Entity Inspector window in Unity Editor that displays all entities in a context, their components, and component field values, with the ability to add/remove components and modify values directly from the inspector.","intents":["I want to inspect entity state and component values during gameplay without writing debug code","I need to visualize which entities match specific matchers and group membership","I want to modify entity state from the editor to test gameplay scenarios","I need to debug entity lifecycle events and component changes in real-time"],"best_for":["Game developers debugging complex entity interactions and state changes","Teams testing gameplay scenarios by modifying entity state directly","Developers learning Entitas and wanting to understand entity structure visually"],"limitations":["Visual debugging adds ~2-5% overhead when enabled; should be disabled in production builds","Inspector updates are not real-time for large entity counts (1000+); may lag or freeze editor","Modifying entity state from inspector can cause inconsistencies if systems are running; requires pausing play mode","Visual debugging is Unity Editor-only; no runtime debugging tools for standalone builds"],"requires":["C# 7.3 or higher","Unity 2018.3 or later","Entitas editor extensions installed","Context instance with debugging support enabled"],"input_types":["Entity instances from context","Component field values"],"output_types":["Visual entity inspector UI","Real-time entity state display","Component modification interface"],"categories":["safety-moderation","developer-tools"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-sschmid--entitas__cap_8","uri":"capability://automation.workflow.system.execution.ordering.with.manual.and.automatic.dependency.resolution","name":"system execution ordering with manual and automatic dependency resolution","description":"Entitas provides a system execution framework where developers define systems (ISystem implementations) and control their execution order either manually through explicit ordering or automatically through dependency declaration. Systems can be organized into feature groups and execution phases (Initialize, Execute, Cleanup), and the framework ensures systems execute in the correct order with proper initialization and teardown. Developers can declare system dependencies via interfaces or attributes, and the framework validates and enforces execution order.","intents":["I want to control the order in which systems execute to ensure dependencies are satisfied","I need to organize systems into logical groups (features) for better code organization","I want to declare system dependencies and have the framework validate execution order","I need to separate system initialization, execution, and cleanup phases"],"best_for":["Game developers building complex games with many interdependent systems","Teams needing explicit control over system execution order for deterministic behavior","Developers organizing large codebases with many systems into logical features"],"limitations":["Manual ordering is error-prone; developers must remember to update order when adding systems","Automatic dependency resolution adds ~1-2ms overhead for dependency graph validation","Circular dependencies are detected but not automatically resolved; developers must fix manually","System ordering is static; dynamic system addition/removal during runtime is not well-supported"],"requires":["C# 7.3 or higher","ISystem interface implementation","Feature or execution phase organization","Context instance with system execution support"],"input_types":["System implementations with dependencies","Execution phase declarations"],"output_types":["Ordered system execution sequence","Dependency validation results"],"categories":["automation-workflow","planning-reasoning"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-sschmid--entitas__cap_9","uri":"capability://planning.reasoning.event.system.with.entity.scoped.and.global.event.publishing","name":"event system with entity-scoped and global event publishing","description":"Entitas provides an event system that allows systems and entities to publish and subscribe to events at both entity scope (events attached to specific entities) and global scope (events broadcast to all listeners). Events are type-safe and can carry arbitrary data, and the framework batches event publishing and dispatch to ensure consistent execution within a frame. Event subscriptions are managed automatically and cleaned up when entities are destroyed.","intents":["I want to decouple systems by having them communicate through events instead of direct references","I need to publish entity-specific events (e.g., 'this entity took damage') that other systems can listen to","I want to broadcast global events (e.g., 'game paused') to all interested systems","I need event subscriptions to be automatically cleaned up when entities are destroyed"],"best_for":["Game developers building loosely-coupled systems that communicate through events","Teams with many interdependent systems that need to react to state changes","Developers building extensible game logic where new systems can be added without modifying existing code"],"limitations":["Event batching adds ~1-2ms overhead per frame for event collection and dispatch","Event ordering is not guaranteed; listeners may execute in unpredictable order","Event data is copied; large event payloads add memory overhead","Debugging event flow is harder than direct method calls due to implicit control flow"],"requires":["C# 7.3 or higher","Event type definitions with IEvent interface","Event publisher and subscriber implementations","Context with event system support"],"input_types":["Event type definitions","Event data payloads"],"output_types":["Event dispatch to subscribers","System reactions to events"],"categories":["planning-reasoning","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0}],"trust":{"score":47,"verified":false,"data_access_risk":"high","permissions":["C# 7.3 or higher","Unity 2018.3 or later (for integrated code generation)","Jenny code generator executable in project","Components must implement IComponent interface","Unity 2018.3 or later","Generated context classes from code generator","Jenny code generator executable","Component definitions with IComponent interface","Custom generation plugins (optional) for extended functionality","Generated entity classes from code generator"],"failure_modes":["Code generation runs as a pre-build step, adding ~1-5 seconds to build time depending on component count","Generated code must be committed to source control or regenerated on every machine, complicating CI/CD without proper setup","Generator only works with C# components; cannot generate for components defined in other .NET languages","Changes to component definitions require regeneration; stale generated code can cause runtime errors if not caught","Cross-context entity references require manual management; no built-in foreign key constraints between contexts","Context switching adds indirection overhead (~5-10% per system update depending on context count)","No automatic synchronization between contexts; developers must manually propagate state changes across domains","Entities cannot move between contexts; must be destroyed and recreated if domain changes","Custom generation rules require C# plugin development; not accessible to non-programmers","Generator output must be committed to source control or regenerated on every machine","builder identity is not verified yet","no observed match outcomes yet"],"rank_breakdown":{"adoption":0.6456754097501853,"quality":0.34,"ecosystem":0.6000000000000001,"match_graph":0.25,"freshness":0.52,"weights":{"adoption":0.3,"quality":0.2,"ecosystem":0.15,"match_graph":0.23,"freshness":0.12}},"observed_outcomes":{"matches":0,"success_rate":0,"avg_confidence":0,"top_intents":[],"last_matched_at":null},"maintenance":{"status":"active","updated_at":"2026-05-24T12:16:22.064Z","last_scraped_at":"2026-05-03T13:58:37.059Z","last_commit":"2023-12-30T16:18:56Z"},"community":{"stars":7628,"forks":1130,"weekly_downloads":null,"model_downloads":null,"model_likes":null}},"distribution":{"claim_url":"https://unfragile.ai/submit?claim=sschmid--entitas","compare_url":"https://unfragile.ai/compare?artifact=sschmid--entitas"}},"signature":"qCtyzxCVY1WOP36+YFxCzTm5DjLacwiKrtNSeRpuPizLJBdDKE+xFPt28rEJLQ5MBSQ5P/Wx9/u+xHB91l25AQ==","signedAt":"2026-06-24T03:05:39.117Z","signedBy":"unfragile.ai","version":1},"_links":{"self":"https://unfragile.ai/api/v1/passport/sschmid--entitas","artifact":"https://unfragile.ai/sschmid--entitas","verify":"https://unfragile.ai/api/v1/verify?slug=sschmid--entitas","publicKey":"https://unfragile.ai/api/v1/trust-passport-public-key","spec":"https://unfragile.ai/trust","schema":"https://unfragile.ai/schema.json","docs":"https://unfragile.ai/docs"}}