
ECS for Unity
ECS for Unity (Entity Component System) enables you to build more ambitious games. It’s a data-oriented framework compatible with GameObjects, enabling seasoned Unity creators to achieve more thanks to an unprecedented level of control and determinism.
Burst Compiler
Burst is a compiler that translates from IL/.NET bytecode to highly optimized native code. It uses the industry-proven LLVM compiler infrastructure to give game creators native code performance from C#. Burst also exposes CPU intrinsics, making it possible to fine-tune performance-critical code.


C# Job System
This system allows Unity developers to take advantage of multi-core computing platforms with parallelized code that can run safely and at speed. The C# Job System exposes Unity’s internal C++ Job System, giving Unity creators the ability to run their scripts alongside Unity’s internal processing.
Estudios que usan DOTS
Algunos estudios pioneros ya disfrutan de las ventajas de usar DOTS.
Megacity Multiplayer
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.
Ramen VR and Electric Square
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.
Stunlock Studios
Learn 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.
Kasedo Games
Learn how Kasedo Games used ECS for Unity to power heavy NPC simulation for IXION, their city builder, survival, and space exploration title.
Blackbird Interactive
"Durante el proceso de desarrollo de Hardspace: Shipbreaker, la pila de tecnología basada en datos (DOTS) generó nuevas posibilidades que antes ni siquiera podíamos imaginar. Algunos de nuestros procesos que normalmente tardaban una hora solo requieren 100 milisegundos después de la implementación de DOTS." - Richard Harrison, director técnico de Hardspace: Shipbreaker
Door 407
Este estudio está trabajando en Diplomacy Is Not an Option (DNO), un juego de estrategia en tiempo real. Y con resultados asombrosos. "Usamos DOTS casi para todo en nuestro juego y descubrimos que es especialmente útil para la búsqueda de rutas (pathfinding) y para optimizar la lógica de nuestro juego", dice el desarrollador principal Sergey Klimenko.