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Assets as Entities #11266

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Description

@andriyDev

What problem does this solve or what need does it fill?

The current asset system is stored in a single resource Assets. This means we need a bespoke ID system for assets, events to report changes to assets, different patterns for adding/removing assets, etc.

What solution would you like?

We can unify assets more tightly with the ECS by turning assets into entities.

  • Each asset would be an entity holding an Asset<MyAsset> component.
  • AssetIds would just be Entitys (or a wrapper around Entity).
  • Change detection for assets would just be regular component change detection.
  • Looking up an asset would just be a regular entity lookup.
  • Asset lifetimes can be held in an AssetLifetime component. Handles would refer to the same reference count and a system would check for assets with a ref count of 0 to despawn that entity.

Possible issues

  • Adding assets is no longer immediate. It requires calling apply_deferred (although at least we can get the entity ID immediately so this is not too bad of an issue).
  • There's nothing stopping users from making "weird" asset entities. For example, one entity with two different asset types. When should the asset be cleaned up? Technically this is fine since as long as you hold handles to the same AssetLifetime ref count, it doesn't matter the type. Treating the same entity as a mesh and an image would just be 2 references.
  • Users can add asset entities without the corresponding systems to manage them. Today, since pretty much all the handling must go through the Assets resource, it's fairly hard to have unmanaged assets. Does this matter? For example, you can do weird things without the right systems with events (never clearing, for example). This would just be more of that.

What alternative(s) have you considered?

Keep the system the same. The resource approach is very workable and is pretty nice to use. There are great guard rails (the types are very strong) and it's fairly hard to "break" it.

Additional context

This isn't originally my idea, I'm not sure whose it is though. I just remember hearing about this on Discord and wanted to document this.

Activity

  1. added
    C-FeatureA new feature, making something new possible
    S-Needs-TriageThis issue needs to be labelled
    on Jan 9, 2024
  2. added
    A-ECSEntities, components, systems, and events
    A-AssetsLoad files from disk to use for things like images, models, and sounds
    and removed
    S-Needs-TriageThis issue needs to be labelled
    on Jan 9, 2024
  3. alice-i-cecile commented on Jan 9, 2024

    @alice-i-cecile
    Member

    For historical context, this was (mostly) originally proposed by @cart, and detailed a bit in #8624.

    What about Assets as Entities?

    This Bevy Asset V2 proposal implementation initially stored Assets as ECS Entities. Instead of AssetId + the Assets resource it used Entity as the asset id and Asset values were just ECS components. There are plenty of compelling reasons to do this:

    • Easier to inline assets in Bevy Scenes (as they are "just" normal entities + components)
    • More flexible queries: use the power of the ECS to filter assets (ex: Query<Mesh, With>).
    • Extensible. Users can add arbitrary component data to assets.
    • Things like "component visualization tools" work out of the box to visualize asset data.

    However Assets as Entities has a ton of caveats right now:

    • We need to be able to allocate entity ids without a direct World reference (aka rework id allocator in Entities ... i worked around this in my prototypes by just pre allocating big chunks of entities)
    • We want asset change events in addition to ECS change tracking ... how do we populate them when mutations can come from anywhere? Do we use Changed queries? This would require iterating over the change data for all assets every frame. Is this acceptable or should we implement a new "event based" component change detection option?
    • Reconciling manually created assets with asset-system managed assets has some nuance (ex: are they "loaded" / do they also have that component metadata?)
    • "how do we handle "static" / default entity handles" (ties in to the Entity Indices discussion: Entity Indices #8319). This is necessary for things like "built in" assets and default handles in things like SpriteBundle.
    • Storing asset information as a component makes it easy to "invalidate" asset state by removing the component (or forcing modifications). Ideally we have ways to lock this down (some combination of Rust type privacy and ECS validation)

    In practice, how we store and identify assets is a reasonably superficial change (porting off of Assets as Entities and implementing dedicated storage + ids took less than a day). So once we sort out the remaining challenges the flip should be straightforward. Additionally, I do still have "Assets as Entities" in my commit history, so we can reuse that work. I personally think "assets as entities" is a good endgame, but it also doesn't provide significant value at the moment and it certainly isn't ready yet with the current state of things.

  4. added
    D-ComplexQuite challenging from either a design or technical perspective. Ask for help!
    and removed
    A-ECSEntities, components, systems, and events
    on Jan 9, 2024
  5. clarfonthey commented on Oct 4, 2024

    @clarfonthey
    Contributor

    Been poking around trying to think of ways to improve Image, and it really feels like components are the way to go, since the different layers of configuration on top of how the image is drawn can just be components instead of all being part of the image asset.

    I'm not really sure where we are for accomplishing this, though. It appears that a decent chunk of the mentioned issues are solved now that we have required components, but I'm not entirely sure.

  6. added
    S-Needs-DesignThis issue requires design work to think about how it would best be accomplished
    X-ContentiousThere are nontrivial implications that should be thought through
    on Oct 18, 2024
  7. ElliottjPierce commented on Jan 6, 2025

    @ElliottjPierce
    Contributor

    I know this isn't possible yet, but I have been thinking about this myself and wanted to quickly highlight some things that this would make feasible. They mostly center around Cart's point: "Extensible. Users can add arbitrary component data to assets."

    Shiny Possibility 1: For item systems and other similar systems, item data could be kept modular. Storing health, damage, price, element, model, etc in components is much much more elegant that in a monolithic asset struct. This is especially true if modders want to add their own data to an item.

    Shiny Possibility 2: Data could be added to assets as they are spawned/added. For example, when a new mesh is added, an AABB component could be attached to it. This could be much faster than generating AABBs when a Mesh is inserted into an entity (as I believe is done now). Many similar performance advantages may exist.

  8. andriyDev commented on Jan 7, 2025

    @andriyDev
    ContributorAuthor

    One thing that worries me about that first idea (@ElliottjPierce) is that it really restricts what we can do with assets in async contexts. My PR #15813 would allow us to use assets in async, but having all the asset data be just directly on an entity would basically make that impossible. I don't think "monolothic" assets are bad since that's kinda how they are loaded today.

    I do think adding computed data to assets would be pretty cool though!

  9. alice-i-cecile commented on Jan 12, 2025

    @alice-i-cecile
    Member

    I've written a write-up about the principles I think we should follow when doing *-as-entities refactors like this: https://hackmd.io/@bevy/SypE1qZP1l

  10. ElliottjPierce commented on Jan 13, 2025

    @ElliottjPierce
    Contributor

    @alice-i-cecile I've written a write-up about the principles I think we should follow when doing *-as-entities refactors like this: https://hackmd.io/@bevy/SypE1qZP1l

    That is well written and I completely agree after reading it.

    @andriyDev One thing that worries me about that first idea (@ElliottjPierce) is that it really restricts what we can do with assets in async contexts. My PR #15813 would allow us to use assets in async, but having all the asset data be just directly on an entity would basically make that impossible. I don't think "monolothic" assets are bad since that's kinda how they are loaded today.

    I hadn't thought about async implications. I think you're right that async should take priority here; that's kinda important.

    However, I don't love the idea of monolithic assets still. My primary concern is being able to add arbitrary data (component-like) to arbitrary assets (entity-like). For example, if item types were represented as monolithic assets, and a modder wanted to add a trading mechanic, they should be able to attach price data to assets that represent items. This would be super ergonomic with ECS, but there may be better ways of doing this.

    Async should be the higher priority for assets, but if this functionality could work alongside it that would be awesome. I'm no asset expert, so I trust ya'll's opinions. Just throwing it out there.

  11. andriyDev commented on Jun 12, 2025

    @andriyDev
    ContributorAuthor

    I just stumbled upon #10549 - another case where assets-as-entities would help us!

  12. andriyDev commented on Jan 24, 2026

    @andriyDev
    ContributorAuthor

    With #18670 merged, the last blocker (afaik) is gone! So I'd like to lay out my plan for assets as entities (some of this comes from suggestions for others, I'm compiling these ideas here, but I don't remember who exactly suggested each of these):

    1. Create a generic entity-reference-counting utility.

    This should essentially be an Arc/Weak with an entity ID. Dropping the Arc should send a message or something to despawn the entity. Making this generic would be nice so we don't need to include this as part of assets-as-entities. Most of the behavior here doesn't need to care about anything asset specific.

    I initially thought we'd need an asset-specific solution, since currently asset handles allow you to "recover" an asset if you load an asset after its handles have been dropped but before the asset actually gets dropped. After #22261 (comment), we can probably just drop this idea, and say dropping the handle definitely drops the asset - users that depend on this will need to come up with a solution to keeping their handles alive.

    2. Create an index of uuid -> entity.

    This allows us to continue supporting uuid handles. Ideally you just add a Uuid component to an asset and it registers things with hooks.

    We can also make this generic (for use outside of the asset system). One complexity here is that today "default handles" are done using a particular UUID - this UUID is the same for every asset type. This works because asset storage is partitioned by type ID. If we make a uuid -> entity map, we may also need to partition it by type ID (not necessarily, if we come up with an alternative for default handles).

    This map also needs to hold an entity reference count, so that Uuid assets don't get despawned.

    3. Assets as entities v0

    This should be as naive a port as possible - don't try to support anything new, just take the existing semantics and convert them to an ECS form. For example, we should stick to monolithic assets for this version.

    This is gonna be a big PR, but hopefully the semantics being so similar will make it smooth to get merged fairly quickly. Attempting to solve problems in the same PR or getting every wishlist feature is going to blow up review time, and leave us with a git history where every bug gets bisected to "assets as entities". See the rest of the work I've written below for things I don't want in this PR.

    So concretely, we'll take any data in Assets and represent it as components. We will also need to rewrite how we remove unused assets (some of this will look like #22261 I think, but without the multiple handles part), and of course how we allocate new handles.

    4. Non-monolithic assets (assets as entities v1)

    I think we should probably just do this. I'm sad to give up on accessing assets in async (without blocking the ECS), but a lot of folks want to have multiple components for their asset data, and I didn't think anything like #15813 is happening.

    This involves reworking our asset loader API to allow you to specify a bunch of components to attach to the entity. I haven't done much exploratory work here. Maybe Asset should just be a marker component? Also maybe if on reload the asset loader produces a different set of components, we should delete any previously added components??

    There's a ton of design decisions here (exactly why it should be a follow-up).

    5. Everything else

    Here's a random list of changes I've thought about that can be their own PRs (I think):

    • Delete LoadedUntypedHandle and replace it with a handle that starts with no type (that gets populated when loaded)
    • Replace AssetEvent (currently it's a message) with events, so users can handle changes with observers.
    • Track dependencies of assets in a graph (many-to-many), which allows us to...
    • Fix the bug where materials don't update if an asset it depends on changes.
    • Track subassets with relationships maybe? I'm not sure if this is needed or what this will help with, but it was brought up on Discord.
    • Store more asset metadata on assets. Maybe more of the asset server can be moved into the ECS?

    This isn't a complete list (and I might add to it if I come up with anything else).

  13. cart commented on Feb 24, 2026

    @cart
    Member

    Closing in favor of the Assets as Entities Goal: #23094

  14. clarfonthey commented on Feb 24, 2026

    @clarfonthey
    Contributor

    Your link there doesn't work; you just end up linking to an anchor here instead of the actual issue.

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    A-AssetsLoad files from disk to use for things like images, models, and soundsC-FeatureA new feature, making something new possibleD-ComplexQuite challenging from either a design or technical perspective. Ask for help!M-Release-NoteWork that should be called out in the blog due to impactS-Needs-DesignThis issue requires design work to think about how it would best be accomplishedX-ContentiousThere are nontrivial implications that should be thought through

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