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![DOTS-Workflow-Abdeckung](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Fa8a7d413c81ac8a5cf104d3dab696a61010b8838-1920x1080.jpg&w=3840&q=75)
ECS für 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 Compiler](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Fb8561567e5496f19ebe87478ba71e980be76d0ae-810x456.jpg&w=3840&q=75)
Burst Compiler
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.
![Profiler-Aufträge](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2F87e8ce043629621c55d2ef3ce9662242af7a6e6f-810x455.jpg&w=3840&q=75)
C#-Jobsystem
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.
![Megamultiplikator](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Fff3577ca8849ee267d97cc5028d96a8a45a2d085-810x455.jpg&w=3840&q=100)
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.
![Pfad zur Nutzung von DOTS in Produktion](/_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.
![V Rising Präsentation](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2F05047d412e3e3e531c80ab5ac665db25b74b645b-810x455.jpg&w=3840&q=100)
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 auf der Devcom mit IXION](/_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.
![Blackbird Interaktiv](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Fc0496523433c2827db3370542134da2e86537570-1920x1080.jpg&w=3840&q=100)
"Bei der Entwicklung von „Hardspace: Shipbreaker“ eröffnete DOTS bislang ungeahnte Möglichkeiten. Nach der Implementierung von DOTS dauerten Prozesse, die früher eine Stunde in Anspruch nahmen, nur mehr 100 Millisekunden." - Richard Harrison, Technical Director für Hardspace: Shipbreaker
![Door 407-Karte](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2F6aa5b877b3c7cff9a3b0eb00b8be9f093ea1247b-810x456.jpg&w=3840&q=100)
Das Studio arbeitet an einem Strategiespiel in Echtzeit namens Diplomacy Is Not an Option (DNO). Und es weist erstaunliche Ergebnisse auf. „Wir verwenden DOTS praktisch überall in unserem Spiel. Besonders hilfreich finden wir den Technologie-Stack für das Pathfinding und die Optimierung unserer Gameplay-Logik“, so der leitende Entwickler Sergey Klimenko.
![Callout ECS](/_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.
Der DOTS-Stack besteht aus einer wachsenden Anzahl von Paketen. Sehen Sie sich unsere Übersicht über die verschiedenen Komponenten an, die Sie aus dem Package Manager installieren können, um mit der Nutzung von DOTS zu beginnen.
Sehen Sie sich die Dokumentation zum C#-Jobsystem an. Und werfen Sie unbedingt auch einen Blick in die Dokumentation für Pakete, die über den Package Manager verfügbar sind.
Handbuch zum C#-Jobsystem
Entity-Component-System-Beispiele
Pong in DOTS-Tutorial-Projekt
Entdecken Sie, wie innovative Game-Studios DOTS verwenden, um großartige Spiele zu beschleunigen, und wie alle DOTS-Komponenten (darunter Unity Physics, der neue Konvertierungsworkflow und der Burst Compiler) zusammenarbeiten.