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A short project based on the DOTS and ECS architecture in Unity applied to build a high performant and efficient game system.

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anoushmistry/Unity-DOTS-Project

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🚀 Overview

This project uses the Data-Oriented Tech Stack (DOTS) and the Entity Component System (ECS) architecture in Unity to build high-performance, scalable gameplay systems. It is inspired by the course Unity DOTS Fundamentals – Making a full game with ECS by Oliver Carson and the DOTS RTS Course by Code Monkey!

🎯 Why use DOTS & ECS?

Better performance on multicore processors (especially for many entities)

Clear separation of data (components) vs logic (systems)

More scalable architecture for large numbers of objects/entities

Future-proofing: DOTS is the direction Unity has been moving toward

💡 Key Features

Uses Unity’s ECS for entity & component architecture

Uses DOTS Physics for physics simulation (instead of classic GameObject/MonoBehaviour)

Data-oriented design for improved performance

Easily extendable systems for gameplay logic

Codebase structured for clarity and maintainability

Systems

Defined as public partial struct : SystemBase (or IJobEntity jobs) and contain logic operating over all entities with matching component sets. They live in the Systems folder.

Authoring

MonoBehaviour classes that help bridge the GameObject workflow to ECS entities. They live in the Authoring folder.

Bootstrap

Initialization scripts that set up worlds, register systems, configure settings (e.g., for DOTS Physics).

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A short project based on the DOTS and ECS architecture in Unity applied to build a high performant and efficient game system.

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