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Tag: DOTS

Scene editing and ECS conversion

Scene editing and ECS conversion

When working with the DOTS framework and implementation of ECS, you’ll quickly realize that there is currently very little in the way of scene editing. Entities might render, but you can’t interact with them in the scene editor. The workaround for this problem allows for the conversion of a scene, into entities. However, any traditionally written code (using monobehaviour, that is) will be lost in translation. This article covers how you should write your code in ECS and attach it…

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Unity C# Job system and Burst Compiler/DOTS introduction

Unity C# Job system and Burst Compiler/DOTS introduction

The Jobs System in Unity allows for the execution of code across multiple cores at once, significantly speeding up heavy tasks such as pathfinding and similarly repetitive logic. Additionally, when something is set to run as a job, Unity supports use of the Burst Compiler, which will compile that bit of code into high-performance assembly code. Source material: https://www.youtube.com/watch?v=C56bbgtPr_w Reading instructions: This document is a follow-up to the previous article on ECS, as part of an introduction to working with…

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Unity ECS / DOTS introduction

Unity ECS / DOTS introduction

This article is an attempt to introduce Unity’s new Entity Component System (ECS) to those who are unaware of its existence. ECS is one part of DOTS – the Data Oriented Technology Stack, which also contains the C# Job System and the Burst Compiler. ECS can be described in two ways; ridiculous performance increase and/or compact size. It is a new way to code, utilizing all of the cores available. The other two components of DOTS allow for similar performance…

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