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![DOTS 工作流程封面](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Fa8a7d413c81ac8a5cf104d3dab696a61010b8838-1920x1080.jpg&w=3840&q=75)
ECS for Unity
ECS for Unity (Entity Component System) enables you to build more ambitious games. It’s a data-oriented framework compatible with GameObjects, enabling seasoned Unity creators to achieve more thanks to an unprecedented level of control and determinism.
![Burst 编译器](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Fb8561567e5496f19ebe87478ba71e980be76d0ae-810x456.jpg&w=3840&q=75)
Burst 编译器
Burst is a compiler that translates from IL/.NET bytecode to highly optimized native code. It uses the industry-proven LLVM compiler infrastructure to give game creators native code performance from C#. Burst also exposes CPU intrinsics, making it possible to fine-tune performance-critical code.
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C# 作业系统
This system allows Unity developers to take advantage of multi-core computing platforms with parallelized code that can run safely and at speed. The C# Job System exposes Unity’s internal C++ Job System, giving Unity creators the ability to run their scripts alongside Unity’s internal processing.
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Learn more about building ambitious multiplayer games using ECS for Unity and Unity Gaming Services (UGS) with a third-person multiplayer action sample that supports 64+ players.
![在生产中利用 DOTS 的途径](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Ff7461f0b7dbabbc0e6874902f5b81fe68cc96cb1-1920x1080.jpg&w=3840&q=100)
Learn how ECS for Unity helped Ramen VR scale up gameplay for Zenith: The Last City, a VR MMO; and how Electric Square used ECS to achieve deterministic gameplay for QA, design loops, and streaming for Detonation Racing, a fast-paced Apple Arcade racing game.
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Learn how Stunlock Studios used ECS throughout the development of V Rising, an open-world, multiplayer survival game, including world building in the Editor with custom visual scripting and scalable open-world streaming.
![Unity 与 IXION 一起参加 Devcom](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2F18fef52710d2bc1b5746cbfea0674dec0131f07f-1920x1080.jpg&w=3840&q=100)
Learn how Kasedo Games used ECS for Unity to power heavy NPC simulation for IXION, their city builder, survival, and space exploration title.
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“在整个《迷走深空:碎舰师》的开发过程中,DOTS 让我们可以开始尝试以前只能想象的东西。在实施 DOTS 后,我们最初耗时 1 小时的过程缩短到了 100 毫秒。”-《迷走深空:碎舰师》 技术总监 Richard Harrison
![407 门卡](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2F6aa5b877b3c7cff9a3b0eb00b8be9f093ea1247b-810x456.jpg&w=3840&q=100)
该工作室正在开发一款实时策略游戏 -《Diplomacy Is Not an Option (DNO)》,并取得了出色的结果。首席开发人员 Sergey Klimenko 说:“我们在游戏中的几乎所有地方都使用了 DOTS。我们发现它对于寻路和优化游戏逻辑特别有用。”
![ECS 呼出](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Faa674065ac2cac4576d23c437f9d33ad0f26bd6e-1230x600.jpg&w=3840&q=75)
Check out some of the resources to help you get started with DOTS and learn about the fundamental concepts of data-oriented design.