unity-dots
Unity DOTS — Entities 1.x, Burst-compiled jobs, IJobChunk / IJobEntity, NativeArray / NativeList, SystemBase vs ISystem, baking GameObject to entity, hybrid components. USE WHEN: massive entity counts (RTS, swarms, particles-as-entities), data-oriented refactor of hot simulations, deterministic netcode targets, Burst-friendly math. DO NOT USE FOR: regular GameObject gameplay (use `unity-core`); rendering (DOTS uses Entities Graphics — link from `unity-rendering`); networking with NGO (use `unity-netcode`).
What this skill does
# Unity DOTS / ECS (Entities 1.x)
## When (and when not)
DOTS shines with **lots of similar things** doing **lots of similar work**: 10k+ units, particle-as-entity sim, deterministic physics for netcode. For typical character-based gameplay (a player, ~10 enemies, UI) classic GameObjects + MonoBehaviour are simpler and fast enough.
Mixing both: hybrid mode — GameObjects for hero/UI, ECS for swarms.
## Components
```csharp
public struct Position : IComponentData { public float3 Value; }
public struct Velocity : IComponentData { public float3 Value; }
public struct Health : IComponentData { public float Value; }
public struct Enemy : IComponentData {} // tag
public struct Inventory : IBufferElementData { // dynamic buffer
public Entity Item;
public int Count;
}
```
All `IComponentData` are blittable structs (no reference types directly).
## Systems — ISystem (preferred over SystemBase for Burst)
```csharp
[BurstCompile]
public partial struct MoveSystem : ISystem {
public void OnUpdate(ref SystemState state) {
float dt = SystemAPI.Time.DeltaTime;
new MoveJob { DeltaTime = dt }.ScheduleParallel();
}
}
[BurstCompile]
public partial struct MoveJob : IJobEntity {
public float DeltaTime;
void Execute(ref Position pos, in Velocity vel) {
pos.Value += vel.Value * DeltaTime;
}
}
```
`partial struct` lets Unity generate the iteration boilerplate at compile time.
## Querying
```csharp
foreach (var (transform, velocity) in
SystemAPI.Query<RefRW<Position>, RefRO<Velocity>>().WithAll<Enemy>()) {
transform.ValueRW.Value += velocity.ValueRO.Value * dt;
}
```
`RefRW` = read/write, `RefRO` = read-only (better job scheduling).
## Baking — GameObject → Entity
```csharp
public class EnemyAuthoring : MonoBehaviour {
public float Speed;
}
public class EnemyBaker : Baker<EnemyAuthoring> {
public override void Bake(EnemyAuthoring authoring) {
var e = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(e, new Velocity { Value = new float3(0, 0, authoring.Speed) });
AddComponent<Enemy>(e);
}
}
```
Designers tweak in Inspector; baking turns Authoring components into Entity components at subscene conversion time.
## Sub Scenes
Big static worlds → put in a SubScene asset, baked offline → loaded by streaming. Smaller content/dynamic spawning → spawn at runtime via `EntityManager.CreateEntity`.
## Anti-patterns
| Anti-pattern | Fix |
|---|---|
| Storing Entity references in `class` MonoBehaviour | Use bridge ScriptableObject + lookup, or hybrid component |
| `EntityManager.CreateEntity` per frame from main thread | Use `EntityCommandBuffer.ParallelWriter` from a job |
| Mixing managed types in IComponentData | Use `IComponentData` blittable + companion class component if absolutely needed |
| Forgetting Burst attribute | `[BurstCompile]` on systems & jobs — verify in Burst Inspector |
| Heavy `EntityQuery` per frame | Cache via `state.GetEntityQuery` in OnCreate |
## Production checklist
- [ ] DOTS used only where it beats GameObject perf measurably
- [ ] All hot systems Burst-compiled
- [ ] EntityCommandBuffer used for structural changes
- [ ] SubScenes for static content
- [ ] Authoring components reviewed by designers
- [ ] Determinism verified if ECS feeds netcode
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