
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.
Estúdios que usam DOTS
Estúdios inovadores já estão obtendo os benefícios do DOTS neste momento.
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 o desenvolvimento de Hardspace: Shipbreaker, o DOTS desvendou as possibilidades de realizar coisas que nem eram viáveis. Realizamos processos que antes levavam uma hora em apenas 100 milissegundos após a implementação do DOTS." - Richard Harrison, diretor técnico em Hardspace: Shipbreaker
Door 407
Este estúdio está trabalhando em Diplomacy Is Not an Option (DNO), um jogo de estratégia em tempo real. E obteve resultados impressionantes. "Estamos usando DOTS praticamente em tudo do nosso jogo, e descobrimos que é particularmente útil para pathfinding e otimização da lógica de jogabilidade", diz Sergey Klimenko, desenvolvedor-chefe.