This document is about: QUANTUM 2

Entity View


The EntityViewUpdater and EntityView are responsible for handling the view side of all entities, in Unity. These Unity components performs logics such as destroying, creating and updating the view game objects for entities, based on data from the simulation. The EntityViewUpdater is a MonoBehavoiur that needs to be present in all game scenes which contains a Map.
While the built-in implementations are good enough for prototyping and simple use cases, in many cases a custom implementation is needed. Many functions on the EntityViewUpdater and EntityView are virtual and can be overridden. Alternatively the implementations can be completely replaced with a custom implementation. The sources for the EntityViewUpdater and EntityView are available in the Unity project.
EntityViews are linked to Entities via the View Quantum component which contains an AssetRef to the view GameObject to spawn for the entity. When configuring an Entity Prototype prefab or scene object with an EntityView in Unity, the View component is automatically saved into the prototype with the correct view.

Bind Behaviour

Entity View components in Unity have a field called Bind Behaviour which can be set to either:

  • Non Verified: the view Game Object can be created in Predicted frames;
  • Verified: the view Game Object can only be created in Verified frames;

    Using Non Verified is usually better for the views of entities which are instantiated in high frequency and/or they need to show up as quickly as possible on the player screen due to gameplay reaction time mechanics and such. For example, creating projectiles in a fast paced shooting game should be done using this alternative.

    Using Verified on the other hand is mostly useful for views of entities which does not need to show up immediately and can afford the small delay of waiting for a Verified frame. This can be useful to avoid creating/destructing view objects during mispredictions. A good example of when to use this is for the creation of playable character entities. This avoids some issues such as when configuring player entity views, which could lead to issues if created and reallocated in Non Verified mispredictions.

EntityView Pooling

By default, the EntityViewUpdater creates new instances of the EntityView prefabs whenever an entity gets created and destroys the view GameObjects respectively when an entity gets destroyed. This can be quite CPU expensive especially on mobile platforms. Manual pooling of the views can be used to pool the GameObjects instead and improve performance.

Overriding Create

To get the GameObjects from a pool instead of having them instantiated, override the CreateEntityViewInstance function. The function has an EntityViewAsset parameter indicating which view to spawn. The EntityView.AssetGuid can be used as a key in a dictionary of pooled objects.
Example implementation


protected override EntityView CreateEntityViewInstance(EntityViewAsset asset, Vector3? position = null, Quaternion? rotation = null) {
    Debug.Assert(asset.View != null);

    EntityView view = _myObjectPool.GetInstance(asset);

    view.transform.position = position ?? default;
    view.transform.rotation = rotation ?? Quaternion.identity;

    return view;

The result of CreateEntityViewInstance gets assigned to the Entity in OnEntityViewInstantiated. This method is virtual as well and can be overridden but in most cases this is not necessary. When overriding it is important to keep the EntityRef assignment in place.

Overriding Destroy

To return views to the pool instead of destroying them you can override DestroyEntityViewInstance.
Example implementation


protected virtual void DestroyEntityViewInstance(EntityView instance) {

Map Entities

For map entities ActivateMapEntityInstance is responsible for activating the views and can be overridden for custom behavior if needed.

DisableMapEntityInstance gets called which by default disables the GameObject. This function can be overridden for custom behavior as well.

Manual Disposal

EntityView's have a Manual Disposal property that can be toggled in the inspector. When enabled the destruction methods in the EntityViewUpdater are skipped. This allows for manual destruction using the OnEntityDestroyed callback of the EntityView or to destroy them via custom destroy events.

Finding EntityViews

A very common use case is to find the view of a specific entity. Since the simulation side is not aware of EntityViews, EntityRefs must be passed to the view via events. The EnityViewUpdater has a GetView(EntityRef) function that can be used to find the view. The views are cached in a dictionary, so the lookup is very efficient.

Events and EntityView Update Order

The OnUpdateView function on the EntityViewUpdater, which is responsible for creating, destroying and updating EntityViews, gets called before events get processed. This means that destroyed entities in an event might already had their views destroyed.

Custom Destroy Events

A common pattern is to destroy and entity but still wanting to execute an event with additional information about the destruction to the view. To prevent the EntityView from getting destroyed before the event gets processed set Manual Disposal to true on the EntityView.
This will keep the EntityView alive instead of passing it into the EntityViewUpdater's DestroyEntityViewInstancefunction which by default destroys the GameObject.
With that the event handler can still find the view and execute the destroy event with the view present. The EntityView needs to be cleaned up manually by destroying it or returning it to the object pool.


AutoFindMapData has to be enabled when using maps with EntityViews on them. If enabled the view will search for the corresponding MapData object and match map entities with their views. Disable this if you are not using maps with entities to allow for having scenes without a MapData component present.

Custom Interpolation & Teleporting Entities

The EntityView component interpolates the entity GameObject visuals by default. This is to adjust for the difference in simulation rate and render (update) rate and for error correction in terms of mis-prediction.
When teleporting an entity over a large distance this interpolation will lerp the view between start and end positions instead of teleporting it. To override this behaviour, inherit from EntityView and override the ApplyTransform function. The UpdatePostionParameter param contains all the information necessary for displaying the entity. Use param.UninterpolatedPosition and param.UninterpolatedRotation to implement custom interpolation and snap to the uninterpolated position during teleports to display the visuals correctly.
Additionally, for resetting the interpolation of every entity there is TeleportAllEntities on the EntityViewUpdater that can be used when resetting the map to deactivate interpolation for all entities for a frame.

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