Get early access to Unity’s new high-performance multithreaded system to take full advantage of the multicore processors currently available — without all the programming headache.
The new C# Job System takes advantage of the multiple cores in today's computers. It’s designed to open this approach up to C# user scripts and allows users to write safe, fast, jobified code while protecting against some of the pitfalls of multithreading such as race conditions.
Take advantage of multiple cores
The C# Job System exposes the Native C++ Job System allowing C# scripts to be jobified alongside Unity internal components.
A safe environment
Provides protection from some of the pitfalls of multithreading such as race conditions.
A better approach to game design
ECS is a way of writing code that focuses on the actual problems you are solving: the data and behavior that make up your game.
In addition to being a better way of approaching game programming for design reasons, using ECS puts you in an ideal position to leverage Unity's C# Job System and Burst Compiler, letting you take full advantage of today's multicore processors.
With ECS, we are moving from object-oriented to a data-oriented design, which means it’s easier to reuse code and easier for others to grasp and contribute to it.
全新的以LLVM为基础的 后端编译技术，使用C#任务并制作高度优化的machine code
Unity at GDC - A Data-Oriented Approach to Using Component Systems
Mike Acton演示了组件设计的最佳实践，以实现高度并行性，最小同步和高性能。 探索新的方式来检查自己的组件系统转换，以便以面向数据的原则将他们重新设计，也是在自己的系统中使用数据布局的具体示例。
Unity在GDC的演讲 - ECS for Small Things
了解更多关于Unity 的用于创建更小更快更轻体验的全新解决方案，将使您能够充分利用从入门级设备到可穿戴设备的所有功能。对于Unity的小解决方案多一点理解 包括对于更多的可能的 部署选择。了解这如何与其他Unity的以数据为基础的设计相关联以及我们对于未来的小代码的想法。
Unity在GDC的演讲 - 任务系统和实体组件系统 (ECS)
Unity在GDC的演讲 - 从C# 到Machine Code
Get an overview of the performance initiatives underway at Unity and share a deeper look at the technology developed to transform high-level C# code to efficient machine code. Dive into examples and look at traditional C++ engine code and compiler output to compare with our approach. Gain a better understanding of how Unity is solving the problem of optimizing game code and the technology that we’ve built to enable our solution.
Unite Amsterdam 2017 Keynote演讲：C# 任务系统
Unite LA 2018 keynote演讲
At Unite Los Angeles we presented our current progress on the ECS foundation and Burst. Building on our experiences from the "Nordeus" demo from Unite Austin, the game code team teamed up with the FPS Sample team and produced a futuristic cityscape.
The demo is built using features which you can expect to see in 2019.
As part of the preview release of the Entity Component System, we have worked with our friends from Nordeus to make a version available of the technical presentation that we showed at Unite Austin.
A cut down version of the presentation is available on GitHub. Our focus has been to provide you with an updated version that utilizes the latest Entity Component System and to make available a functioning shader for texture driven vertex animation. This version is not graphically equivalent to the presentation that took place at Unite Austin.
了解Tic Toc Games如何在移动端解谜游戏中使用实体组件系统 (ECS)
Tic Toc Games recently implemented Unity's Entity Component System (ECS) in their mobile puzzle engine, which brought both great performance improvements and faster iteration time. In this session named “We love performance” recorded at Unite LA, Tic Toc leads explain how they increased iteration speed using ECS, and their experience learning and working with Unity's ECS package.