As we’re rebuilding the core of Unity with DOTS, we’re continuously adding new features. Here’s an overview of the essential DOTS packages we’re working on at the moment.
A better approach to game design
With our Entity Component System (ECS), you can write high-performance C# code that focuses on the actual problems you are solving: the data and behavior that make up your game.
With ECS, we are moving from object-oriented to a data-oriented design. ECS lets you leverage Unity's C# Job System and Burst Compiler to take full advantage of today's multicore processors and the CPU cache.
Data-oriented design also means it’s easier to reuse code and easier for others to understand and contribute to it.
Read the ECS documentation for information on how to create gameplay using ECS y. Watch the Options for Entity interaction talk from Unite Copenhagen 2019 to get tips on choosing your code strategy. We also recommend getting these Entity Component System samples from GitHub.
The Entities package also includes Unity Live Link. With Unity Live Link, you can make changes in the Editor and see the changes reflected on any connected devices running the standalone player. This enables you to get direct feedback on the actual device performance.
Also included, the new Conversion Workflow converts your GameObjects to entities with one click so you can work with DOTS using GameObjects as you know them today.
C# Job System
The C# Job System takes advantage of the multiple cores in today’s computers. It’s designed to empower C# programmers to write safe, fast and parallelized code.
Take advantage of multiple cores
The C# Job System exposes Unity’s internal C++ Job System, allowing C# scripts to run as jobs alongside Unity internal components.
A safe environment
Provides protection from some of the pitfalls of multithreading such as race conditions.
A new LLVM-based backend compiler technology takes C# jobs and produces highly optimized machine code.
The best of every platform
The Burst Compiler optimizes your output for the platform you’re compiling for.
Get many of the advantages of hand-tuned assembler code, across multiple platforms, without all the hard work.
Unity Physics (preview)
We developed a brand-new Physics engine built on DOTS technology, enabling you to create physics simulations that deliver exceptional performance compatible with modern networking needs. Unity Physics is currently in Preview, and compatible with Unity 2019.1 and later versions.
For customers who need to produce very complex physics simulations, we offer Havok Physics for Unity. It’s backed by the industry-leading Havok Physics engine, which powers over half the top titles of this console generation. It’s written using the same C# DOTS framework as Unity Physics, but includes the features, performance, stability, and functionality of the closed-source, proprietary Havok Physics engine, written in native C++.
Unity NetCode (preview)
If you’re thinking about making a multiplayer game in Unity, our DOTS Sample project is a good place to see our progress in this area so far. The NetCode that’s included provides client-side prediction, authoritative server and interpolation, making it easy to create a networked FPS game.
Find out more about the future of Unity networking from this Unite Copenhagen 2019 talk.
The foundation of the upcoming DOTS audio system is the DSPGraph (now in Preview). Our new low-level audio engine works with the Burst Compiler and is completely extensible in C#, enabling audio programmers and audio system developers to build their own custom audio system.
Join the DOTS audio discussion forum to ask questions or share your audio needs with us.
DOTS Runtime (preview)
With Project Tiny, Unity’s upcoming new highly modular runtime powered by DOTS, you will be able to build instant games that are small, light and fast. Download our Tiny Racing demo to get an early look at what we’re working on. It includes a preview of initial 3D rendering features and build targets for iOS/Android/HTML5/Windows & Mac.
DOTS packages documentation
The Entities package is the core of DOTS. It contains our Entity Component System (ECS) and is a prerequisite for using Conversion Workflow and Unity Live Link. This package is currently in preview, and isn’t available for browsing from the Package Manager window. Follow these steps to install com.unity.entities.
DOTS Editor (preview)
The DOTS Editor package contains additional data analysis and visualization tooling. For example, it includes the Entity Preview Inspector that enables you to look deeply into how your GameObjects get converted into entities. This package is currently in preview, and isn’t available for browsing from the Package Manager window. Follow these steps to install com.unity.dots.editor.
Hybrid Renderer (preview)
The Hybrid Renderer is a new pathway that gives the existing renderers the instance data they need in order to render objects. To convert GameObjects in a Scene to entities, the conversion system looks for a MeshRenderer and MeshFilter component on each GameObject and converts them into a RenderMesh component on the entity. This package is currently in preview, and isn’t available for browsing from the Package Manager window. Follow these steps to install com.unity.rendering.hybrid.
Unity Physics (preview)
We’re developing a brand-new highly performant physics engine built on DOTS technology. Use the Unity Physics package to benefit from a deterministic rigid body dynamics and spatial query system. This package is currently in preview, and isn’t available for browsing from the Package Manager window. Follow these steps to install com.unity.physics.
Havok Physics (preview)
Havok Physics is a closed-source solution for customers who need to produce very complex physics simulations. It shares the same input and output data formats as Unity Physics, which means that you can swap between the two options at any time. Subscription plans for Unity Pro users are now available in the Unity Asset Store. This package is currently in preview.
Unity Transport (preview)
You can use the Unity Transport API to create and configure a server and a client for your multiplayer projects. The package is currently in preview and only supports Windows, Linux, Mac OSX, iOS and Android platforms. This package is currently in preview, and isn’t available for browsing from the Package Manager window. Follow these steps to install com.unity.transport.
Unity NetCode (preview)
The Unity NetCode package provides a dedicated server model with client prediction that you can use to create multiplayer games. It’s currently in preview, with a focus on the architecture needed for synchronizing entities. This package is currently in preview, and isn’t available for browsing from the Package Manager window. Follow these steps to get started with NetCode.