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Welcome to the DOTS Samples repository!
Here you can find the resources required to start building with these new systems today.
We have also provided a forum where you can find more information and share your experiences with these new systems.
We have been working on a new high performance multithreaded system, that will make it possible for games to fully utilise the multicore processors available today without heavy programming headache. The Data Oriented Tech Stack includes the following major systems:
With these systems, Unity can produce highly optimised code for the particular capabilities of the platform you’re compiling for.
The Entity Component System offers a better approach to game design that allows you to concentrate on the actual problems you are solving: the data and behavior that make up your game. It leverages the C# Job System and Burst Compiler enabling you to take full advantage of today's multicore processors. Moving from object-oriented to data-oriented design makes it easier for you to reuse the code and easier for others to understand and work on it.
The Entity Component System ships as an experimental package that currently supports Unity 2018.3 and later. It is important to stress that the Entity Component System is not production ready.
The new C# Job System takes advantage of multiple cores in a safe and easy way. Easy, as it’s designed to open this approach up to user scripts and allows you to write safe, fast, jobified code while providing protection from some of the pitfalls of multi-threading such as race conditions.
The C# Job System is a built-in module included in Unity 2018.1+.
Further sample projects on the C# Job System can be found here
Burst is a new LLVM-based, math-aware backend compiler. It compiles C# jobs into highly-optimized machine code that takes advantage of the particular capabilities of the platform you’re compiling for.
Burst is an experimental package that currently supports Unity 2018.3 and later. It is important to stress that Burst is not production ready.
Watch Joachim Ante present these new systems at Unite Austin
To help you get started, we have provided this repository of examples for learning how to to write systems at scale.
This is a set of projects demonstrate the absolute basics of the Unity ECS architecture:
The Boids example provides a more complex scenario with thousands of Entities. Boids simulates an underwater scene with a shark and schools containing thousands of fish. (It uses the classic Boids flocking algorithm for the schooling fish behavior.)
Adding the Entities package to your Project also adds the following packages:
Note: You can use the Unity Hub to install multiple versions of Unity on the same computer.
Looking for information on how to get started or have specific questions? Visit our ECS & Job system documentation.
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