轻松实现高性能

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.

重建核心基础

Unity正在推进一种新的高性能多线程系统,重构Unity最核心的部分 。有了这个系统,您可以将最新的多核处理器全面整合到您正在开发的游戏中,而无需担心编程问题。下面见识一下这些带给我们高性能的元素:

  • 新的 C# Job System它为您提供了一个安全、简单的沙箱,您可以在其中编写并行代码
  • 实体组件系统(ECS)默认情况下编写高性能代码的新模型.
  • Burst编译器它产生高度优化的本机代码.

新的多线程系统可用于各种硬件的游戏开发。我们可以毫不费力地充分利用多核处理器的高性能,所以我们也希望使用更多的单位和更复杂的模拟来构建更加丰富的游戏世界。

C# 任务系统

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.

实体组件系统 (ECS)

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.

突发编译器

优化后的代码

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

在各平台的最好发挥

针对您正在编译的平台的特定功能进行了优化。

更少的手动编程

无需繁琐的工作,拥有手动调整的跨平台汇编程序代码的许多优点。

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.

 

Unite Austin技术演讲

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.

You can find a walkthrough of the development of the Nordeus demo

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.

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