Unity Data-Oriented Technology Stack (DOTS) is a new set of systems and workflows for creating performant, scalable, and responsive games and applications. DOTS is built around the concept of data-oriented design, which is a way of writing code that is optimized for performance and scalability. DOTS is built on top of the Unity Entity Component System (ECS) which is a new way of writing code that is optimized for performance and scalability.

The main components of DOTS are:

  • The Unity Entity Component System (ECS) which is a way to write code that is optimized for performance and scalability. ECS allows developers to create games and applications that can handle large numbers of entities and components, while still maintaining good performance.
  • The Unity Job System, which allows developers to write multi-threaded code that can take advantage of all available CPU cores. The Job System makes it easy to write concurrent and parallel code, which can significantly improve performance.
  • The Unity Burst compiler, which is a new compiler technology that generates highly optimized machine code. Burst is designed to take full advantage of modern processors and can significantly improve performance.
  • The Unity Hybrid Renderer, which allows developers to create high-performance, high-quality games and applications that run on a wide variety of platforms. The Hybrid Renderer is built on top of the Unity Render Pipeline and provides a set of new features and options for creating performant and visually stunning games and applications.

DOTS is a new way to create high-performance

and high-quality games and applications in Unity. It allows for better performance and scalability, which means that your games and applications can handle more entities, more complex logic and more players. This new technology can help developers to create more complex and engaging games and applications.

An example of using DOTS in Unity

would be creating a simple game that simulates a flock of birds. In a traditional Unity project, each bird would be represented by a separate GameObject, each with its own set of components for things like position, rotation, and animation. However, with DOTS, all of the birds can be represented by a single entity, with each bird’s position and rotation stored as data in a single component, rather than as a separate GameObject.

Here is an example of how the code for such a flock of birds simulation would look like:

using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;

public class FlockMovementSystem : SystemBase
{
protected override void OnUpdate()
{
float deltaTime = Time.DeltaTime;

Entities
.ForEach((ref Translation translation, in FlockData flockData, in FlockMovementData flockMovementData) =>
{
translation.Value += flockMovementData.Direction * flockData.Speed * deltaTime;
}).ScheduleParallel();
}
}

In this example, the system is using the ECS ForEach method to process all entities that have both a Translation component and a FlockData component. The system updates the position of each bird based on its current direction and speed. The ScheduleParallel() method is used to schedule the job for execution on a worker thread.

This is a simple example, but it demonstrates how DOTS allows developers to create high-performance and high-quality games and applications in Unity by using a data-oriented approach. DOTS enables developers to create games with large numbers of entities and complex logic, while still maintaining good performance.

By Technology Researcher

Analyst studies emerging trends in the information technology.

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