Take full advantage of today’s multicore processors with Unity’s new high-performance multithreaded Data-Oriented Technology Stack (DOTS). Your games will run faster and your code will be easier to read and reuse across other projects.
Rebuilding Unity’s core
We’re rebuilding the core foundation of Unity with the high-performance multithreaded Data-Oriented Technology Stack. DOTS makes it possible for your game to fully utilize the latest multicore processors without the heavy programming headache. DOTS includes the following features:
- The C# Job System for running multithreaded code efficiently.
- The Entity Component System (ECS) for writing high-performance code by default.
- The Burst Compiler for producing highly optimized native code.
These DOTS features provide programmers with a convenient sandbox to write multithreaded code with massive performance gains. DOTS is currently available in Preview.
DOTS’ multithreaded systems enable you to create games that run on a variety of hardware, build richer game worlds with more elements and more complex simulations, and even optimize thermal control and battery lifetime on players’ mobile devices. By moving from object-oriented to data-oriented design, it will be easier for you to reuse your code and for others to understand and work on it.
The C# Job System
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.
Entity Component System (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.
A new LLVM-based backend compiler technology takes C# jobs and produces highly-optimized machine code.
The best of every platform
Optimized for the particular capabilities of the platform you’re compiling for.
Get many of the advantages of hand-tuned assembler code, across multiple platforms, without all the hard work.
Watch our official Unite and GDC talks
Learn what “Performance by default” means and more about new high-performance multithreaded systems that will make it possible for games to fully utilize the multicore processors available today without a headache.
A Data-Oriented Approach to Using Component Systems
Mike Acton demonstrates best practices for component design to achieve a high degree of parallelism, minimum synchronization, and high-performance.
ECS for Small Things
Learn about Unity's new solution for creating smaller, faster, lighter experiences that will enable you to reach everything from entry-level devices to wearables.
Unity's CTO and Co-Founder, Joachim Ante shares the principles behind evolving Unity from a GameObject engine to be Entity Component System (ECS), and the benefits it will bring to developers.
Job System & Entity Component System
Learn about Unity 2018.1’s new C# job system for game code, as well as a new (experimental) Entity Component System implementation to go along with it.
C# to 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.
Keynote: C# Job System
A peek into the future of high performance computation in Unity with the C# job system and compiler.
Megacity demo unveiled at Unite LA 2018
At Unite Los Angeles, we presented the Megacity demo to highlight our progress on the ECS foundation and the Burst Compiler. Building on our experiences from the Nordeus demo shown at Unite Austin 2017, our Game Code team combined with the FPS Sample team to produce a futuristic cityscape alive with flying vehicles, scores of highly detailed game objects, and unique audio sources to showcase what’s possible with DOTS in Unity 2019.1.
In fact, Megacity features 4.5M mesh renderers, 200k unique building objects, 100k unique audio sources, and 5000 dynamic vehicles flying on spline-based traffic lanes. Find out how you can leverage Unity’s “Performance by default” to create rich game worlds full of complex objects and simulations.
Unite Austin Technical Presentation
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.
Learn how Tic Toc Games uses ECS in mobile puzzle games
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 their “We love performance” session at Unite LA, Tic Toc’s Garth Smith explains how they sped up iteration cycles using ECS, and their experience learning and working with Unity’s ECS package.
Where to go next
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