Enabling seasoned Unity creators to build more ambitious games
Unity powers a large majority of games on the market, many of which do not need ECS to be built. ECS for Unity brings value to seasoned Unity creators who need additional control and determinism to achieve more ambitious games.
ECS for Unity offers streamlined workflows and a familiar authoring experience in the Unity Editor, compatible with GameObject ecosystems. Creators can leverage their existing Unity expertise and assets to focus on creating ambitious games.
Game code based on ECS helps development teams quickly absorb important gameplay changes by eliminating most of the refactoring that would have been necessary with object-oriented architectures.
ECS for Unity provides memory control and determinism by design, creating optimization opportunities at scale, and new game code possibilities based on determinism. ECS for Unity is a C# package distributed with source code, allowing users to explore, debug, and extend it.
Game code based on an ECS architecture pattern can avoid the drawbacks of object-oriented programming with GameObjects. And by leveraging game code based on ECS, Burst Compiler, and the C# Job System, development teams can maximize the performance of target platform hardware resources at the memory and CPU level.
ECS for Unity offers an efficient data pipeline that enables streaming and rendering of complex, large-scale game experiences, fitting the memory and processing constraints of low-end to high-end devices.
Simulation code based on an ECS architecture pattern can scale to an unprecedented number of entities and ensure determinism. For complex productions needing a AAA, production-proven, physics engine, ECS for Unity powers Havok Physics for Unity, providing the determinism and control to scale for complex simulations.
When using ECS, users can synchronize more data over the network, support more players, build games highly reliant on rollback and determinism, reduce development risk, and decrease iteration time. ECS for Unity comes with a server-authoritative netcode library.
Learn more about building ambitious multiplayer games using ECS for Unity and Unity Gaming Services (UGS) with a third-person multiplayer action sample that supports 64+ players.
Multiplayer racing sample exemplifying an implementation of client/server architecture with client-side prediction, interpolation, and lag compensation.
Explore self-guided tutorials, videos, and samples for users to learn and use ECS for Unity, including Entities, Collections, Burst, Mathematics, and C# Job System.
Learn how ECS for Unity helped Ramen VR scale up gameplay for Zenith: The Last City, a VR MMO; and how Electric Square used ECS to achieve deterministic gameplay for QA, design loops, and streaming for Detonation Racing, a fast-paced Apple Arcade racing game.
See how Stunlock Studios used ECS throughout the development of V Rising, an open-world, multiplayer survival game, including world building in the Editor with custom visual scripting and scalable open-world streaming.
Learn how Kasedo Games used ECS for Unity to power heavy NPC simulation for IXION, their city builder, survival, and space exploration title.
Check out some of the resources to help you get started with DOTS and learn about the fundamental concepts of data-oriented design.