ECS for Unity

ECS for Unity (Entity Component System) is a data-oriented framework compatible with GameObjects, enabling seasoned Unity creators to build more ambitious games thanks to an unprecedented level of control and determinism.

DOTS で構築された『Megacity』のデモ

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.


An optional framework compatible with the GameObject ecosystem

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.

Megacity shot

Game code based on ECS can quickly adapt to major gameplay changes

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.


Game code based on ECS provides complete control and determinism

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.


Best use of hardware with Burst, the C# Job System, and ECS game code

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.

DOTS で構築された『Megacity』のデモ

Spikeless streaming and memory-efficient large-scale rendering

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.

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Planet gravity still

Enables large-scale simulation and powers Havok Physics for Unity

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.

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Snowy racecar scene

Designed to support the creation of ambitious multiplayer games

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.

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Get started with DOTS

Check out some of the resources to help you get started with DOTS and learn about the fundamental concepts of data-oriented design.