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.
게임 디자인에 대한 효과적인 접근 방식
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, which 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 get started using ECS to create gameplay. Watch the Options for Entity interaction talk from Unite Copenhagen 2019 to get tips on choosing your code strategy when working with ECS. 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# 잡 시스템
C# 잡 시스템은 오늘날 컴퓨터의 여러 코어를 활용합니다. C# 프로그래머가 안전하고 빠른 잡 시스템을 위한 코드를 작성할 수 있도록 설계되었습니다.
여러 코어 활용
C# 잡 시스템은 네이티브 C++ 잡 시스템을 노출하여 C# 스크립트가 Unity 내부 컴포넌트와 함께 잡 시스템을 지원할 수 있도록 합니다.
경쟁 상태와 같은 멀티 스레딩의 위험으로부터 보호합니다.
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, available via the Package Manager, 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. Install the Unity Transport and Unity NetCode preview packages from the Package Manager to get started.
Find out more about the future of Unity networking from this Unite Copenhagen 2019 talk.
DOTS packages documentation
Havok Physics (preview)
Havok 피직스는 매우 복잡한 물리 시뮬레이션을 제작해야 하는 고객을 위한 클로즈드 소스 솔루션입니다. Unity 피직스와 입력 및 출력 데이터 형식이 동일하기 때문에 언제라도 두 옵션 간 전환이 가능합니다. Unity Pro 사용자를 위한 구독 플랜은 Unity 에셋스토어에서 확인하실 수 있습니다. 이 패키지는 현재 프리뷰로 제공됩니다.