Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler. - Building high-performance Unity games - Managing thousands of entities efficiently
Entity: Lightweight ID (no data) Component: Pure data (no behavior) System: Logic that processes components World: Container for entities Archetype: Unique combination of components Chunk: Memory block for same-archetype entities
using Unity.Entities; using Unity.Mathematics; using Unity.Transforms; using Unity.Burst; using Unity.Collections; // Component: Pure data, no methods public struct Speed : IComponentData { public float Value; } public struct Health : IComponentData { public float Current; public float Max; } public struct Target : IComponentData { public Entity Value; } // Tag component (zero-size marker) public struct EnemyTag : IComponentData { } public struct PlayerTag : IComponentData { } // Buffer component (variable-size array) [InternalBufferCapacity(8)] public struct InventoryItem : IBufferElementData { public int ItemId; public int Quantity; } // Shared component (grouped entities) public struct TeamId : ISharedComponentData { public int Value; } `### Pattern 2: Systems with ISystem (Recommended)` using Unity.Entities; using Unity.Transforms; using Unity.Mathematics; using Unity.Burst; // ISystem: Unmanaged, Burst-compatible, highest performance [BurstCompile] public partial struct MovementSystem : ISystem { [BurstCompile] public void OnCreate(ref SystemState state) { // Require components before system runs state.RequireForUpdate<Speed>(); } [BurstCompile] public void OnUpdate(ref SystemState state) { float deltaTime = SystemAPI.Time.DeltaTime; // Simple foreach - auto-generates job foreach (var (transform, speed) in SystemAPI.Query<RefRW<LocalTransform>, RefRO<Speed>>()) { transform.ValueRW.Position += new float3(0, 0, speed.ValueRO.Value * deltaTime); } } [BurstCompile] public void OnDestroy(ref SystemState state) { } } // With explicit job for more control [BurstCompile] public partial struct MovementJobSystem : ISystem { [BurstCompile] public void OnUpdate(ref SystemState state) { var job = new MoveJob { DeltaTime = SystemAPI.Time.DeltaTime }; state.Dependency = job.ScheduleParallel(state.Dependency); } } [BurstCompile] public partial struct MoveJob : IJobEntity { public float DeltaTime; void Execute(ref LocalTransform transform, in Speed speed) { transform.Position += new float3(0, 0, speed.Value * DeltaTime); } } `### Pattern 3: Entity Queries` [BurstCompile] public partial struct QueryExamplesSystem : ISystem { private EntityQuery _enemyQuery; public void OnCreate(ref SystemState state) { // Build query manually for complex cases _enemyQuery = new EntityQueryBuilder(Allocator.Temp) .WithAll<EnemyTag, Health, LocalTransform>() .WithNone<Dead>() .WithOptions(EntityQueryOptions.FilterWriteGroup) .Build(ref state); } [BurstCompile] public void OnUpdate(ref SystemState state) { // SystemAPI.Query - simplest approach foreach (var (health, entity) in SystemAPI.Query<RefRW<Health>>() .WithAll<EnemyTag>() .WithEntityAccess()) { if (health.ValueRO.Current <= 0) { // Mark for destruction SystemAPI.GetSingleton<EndSimulationEntityCommandBufferSystem.Singleton>() .CreateCommandBuffer(state.WorldUnmanaged) .DestroyEntity(entity); } } // Get count int enemyCount = _enemyQuery.CalculateEntityCount(); // Get all entities var enemies = _enemyQuery.ToEntityArray(Allocator.Temp); // Get component arrays var healths = _enemyQuery.ToComponentDataArray<Health>(Allocator.Temp); } } `### Pattern 4: Entity Command Buffers (Structural Changes)` // Structural changes (create/destroy/add/remove) require command buffers [BurstCompile] [UpdateInGroup(typeof(SimulationSystemGroup))] public partial struct SpawnSystem : ISystem { [BurstCompile] public void OnUpdate(ref SystemState state) { var ecbSingleton = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>(); var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged); foreach (var (spawner, transform) in SystemAPI.Query<RefRW<Spawner>, RefRO<LocalTransform>>()) { spawner.ValueRW.Timer -= SystemAPI.Time.DeltaTime; if (spawner.ValueRO.Timer <= 0) { spawner.ValueRW.Timer = spawner.ValueRO.Interval; // Create entity (deferred until sync point) Entity newEntity = ecb.Instantiate(spawner.ValueRO.Prefab); // Set component values ecb.SetComponent(newEntity, new LocalTransform { Position = transform.ValueRO.Position, Rotation = quaternion.identity, Scale = 1f }); // Add component ecb.AddComponent(newEntity, new Speed { Value = 5f }); } } } } // Parallel ECB usage [BurstCompile] public partial struct ParallelSpawnJob : IJobEntity { public EntityCommandBuffer.ParallelWriter ECB; void Execute([EntityIndexInQuery] int index, in Spawner spawner) { Entity e = ECB.Instantiate(index, spawner.Prefab); ECB.AddComponent(index, e, new Speed { Value = 5f }); } } `### Pattern 5: Aspect (Grouping Components)` using Unity.Entities; using Unity.Transforms; using Unity.Mathematics; // Aspect: Groups related components for cleaner code public readonly partial struct CharacterAspect : IAspect { public readonly Entity Entity; private readonly RefRW<LocalTransform> _transform; private readonly RefRO<Speed> _speed; private readonly RefRW<Health> _health; // Optional component [Optional] private readonly RefRO<Shield> _shield; // Buffer private readonly DynamicBuffer<InventoryItem> _inventory; public float3 Position { get => _transform.ValueRO.Position; set => _transform.ValueRW.Position = value; } public float CurrentHealth => _health.ValueRO.Current; public float MaxHealth => _health.ValueRO.Max; public float MoveSpeed => _speed.ValueRO.Value; public bool HasShield => _shield.IsValid; public float ShieldAmount => HasShield ? _shield.ValueRO.Amount : 0f; public void TakeDamage(float amount) { float remaining = amount; if (HasShield && _shield.ValueRO.Amount > 0) { // Shield absorbs damage first remaining = math.max(0, amount - _shield.ValueRO.Amount); } _health.ValueRW.Current = math.max(0, _health.ValueRO.Current - remaining); } public void Move(float3 direction, float deltaTime) { _transform.ValueRW.Position += direction * _speed.ValueRO.Value * deltaTime; } public void AddItem(int itemId, int quantity) { _inventory.Add(new InventoryItem { ItemId = itemId, Quantity = quantity }); } } // Using aspect in system [BurstCompile] public partial struct CharacterSystem : ISystem { [BurstCompile] public void OnUpdate(ref SystemState state) { float dt = SystemAPI.Time.DeltaTime; foreach (var character in SystemAPI.Query<CharacterAspect>()) { character.Move(new float3(1, 0, 0), dt); if (character.CurrentHealth < character.MaxHealth * 0.5f) { // Low health logic } } } } `### Pattern 6: Singleton Components` // Singleton: Exactly one entity with this component public struct GameConfig : IComponentData { public float DifficultyMultiplier; public int MaxEnemies; public float SpawnRate; } public struct GameState : IComponentData { public int Score; public int Wave; public float TimeRemaining; } // Create singleton on world creation public partial struct GameInitSystem : ISystem { public void OnCreate(ref SystemState state) { var entity = state.EntityManager.CreateEntity(); state.EntityManager.AddComponentData(entity, new GameConfig { DifficultyMultiplier = 1.0f, MaxEnemies = 100, SpawnRate = 2.0f }); state.EntityManager.AddComponentData(entity, new GameState { Score = 0, Wave = 1, TimeRemaining = 120f }); } } // Access singleton in system [BurstCompile] public partial struct ScoreSystem : ISystem { [BurstCompile] public void OnUpdate(ref SystemState state) { // Read singleton var config = SystemAPI.GetSingleton<GameConfig>(); // Write singleton ref var gameState = ref SystemAPI.GetSingletonRW<GameState>().ValueRW; gameState.TimeRemaining -= SystemAPI.Time.DeltaTime; // Check exists if (SystemAPI.HasSingleton<GameConfig>()) { // ... } } } `### Pattern 7: Baking (Converting GameObjects)` using Unity.Entities; using UnityEngine; // Authoring component (MonoBehaviour in Editor) public class EnemyAuthoring : MonoBehaviour { public float Speed = 5f; public float Health = 100f; public GameObject ProjectilePrefab; class Baker : Baker<EnemyAuthoring> { public override void Bake(EnemyAuthoring authoring) { var entity = GetEntity(TransformUsageFlags.Dynamic); AddComponent(entity, new Speed { Value = authoring.Speed }); AddComponent(entity, new Health { Current = authoring.Health, Max = authoring.Health }); AddComponent(entity, new EnemyTag()); if (authoring.ProjectilePrefab != null) { AddComponent(entity, new ProjectilePrefab { Value = GetEntity(authoring.ProjectilePrefab, TransformUsageFlags.Dynamic) }); } } } } // Complex baking with dependencies public class SpawnerAuthoring : MonoBehaviour { public GameObject[] Prefabs; public float Interval = 1f; class Baker : Baker<SpawnerAuthoring> { public override void Bake(SpawnerAuthoring authoring) { var entity = GetEntity(TransformUsageFlags.Dynamic); AddComponent(entity, new Spawner { Interval = authoring.Interval, Timer = 0f }); // Bake buffer of prefabs var buffer = AddBuffer<SpawnPrefabElement>(entity); foreach (var prefab in authoring.Prefabs) { buffer.Add(new SpawnPrefabElement { Prefab = GetEntity(prefab, TransformUsageFlags.Dynamic) }); } // Declare dependencies DependsOn(authoring.Prefabs); } } } `### Pattern 8: Jobs with Native Collections` using Unity.Jobs; using Unity.Collections; using Unity.Burst; using Unity.Mathematics; [BurstCompile] public struct SpatialHashJob : IJobParallelFor { [ReadOnly] public NativeArray<float3> Positions; // Thread-safe write to hash map public NativeParallelMultiHashMap<int, int>.ParallelWriter HashMap; public float CellSize; public void Execute(int index) { float3 pos = Positions[index]; int hash = GetHash(pos); HashMap.Add(hash, index); } int GetHash(float3 pos) { int x = (int)math.floor(pos.x / CellSize); int y = (int)math.floor(pos.y / CellSize); int z = (int)math.floor(pos.z / CellSize); return x * 73856093 ^ y * 19349663 ^ z * 83492791; } } [BurstCompile] public partial struct SpatialHashSystem : ISystem { private NativeParallelMultiHashMap<int, int> _hashMap; public void OnCreate(ref SystemState state) { _hashMap = new NativeParallelMultiHashMap<int, int>(10000, Allocator.Persistent); } public void OnDestroy(ref SystemState state) { _hashMap.Dispose(); } [BurstCompile] public void OnUpdate(ref SystemState state) { var query = SystemAPI.QueryBuilder() .WithAll<LocalTransform>() .Build(); int count = query.CalculateEntityCount(); // Resize if needed if (_hashMap.Capacity < count) { _hashMap.Capacity = count * 2; } _hashMap.Clear(); // Get positions var positions = query.ToComponentDataArray<LocalTransform>(Allocator.TempJob); var posFloat3 = new NativeArray<float3>(count, Allocator.TempJob); for (int i = 0; i < count; i++) { posFloat3[i] = positions[i].Position; } // Build hash map var hashJob = new SpatialHashJob { Positions = posFloat3, HashMap = _hashMap.AsParallelWriter(), CellSize = 10f }; state.Dependency = hashJob.Schedule(count, 64, state.Dependency); // Cleanup positions.Dispose(state.Dependency); posFloat3.Dispose(state.Dependency); } } `## Performance Tips` // 1. Use Burst everywhere [BurstCompile] public partial struct MySystem : ISystem { } // 2. Prefer IJobEntity over manual iteration [BurstCompile] partial struct OptimizedJob : IJobEntity { void Execute(ref LocalTransform transform) { } } // 3. Schedule parallel when possible state.Dependency = job.ScheduleParallel(state.Dependency); // 4. Use ScheduleParallel with chunk iteration [BurstCompile] partial struct ChunkJob : IJobChunk { public ComponentTypeHandle<Health> HealthHandle; public void Execute(in ArchetypeChunk chunk, int unfilteredChunkIndex, bool useEnabledMask, in v128 chunkEnabledMask) { var healths = chunk.GetNativeArray(ref HealthHandle); for (int i = 0; i < chunk.Count; i++) { // Process } } } // 5. Avoid structural changes in hot paths // Use enableable components instead of add/remove public struct Disabled : IComponentData, IEnableableComponent { }