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Unity Platform

ECS for All

Apr 2, 2025
Planned
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We're bringing GameObjects and Entities closer together to make ECS power available to you in the context of the editor, and to allow you to leverage its runtime power for authoring workflows.

For those that want to use ECS, creating game code will be as simple as writing Systems and Components, then adding them to your GameObjects. This will allow creators to use the GameObject workflows they already know, but with the efficient memory allocation of ECS.

Additionally, this would make it easier for you to introduce a targeted ECS solution to your GameObject-based projects to tackle a specific performance bottleneck. It also helps us deliver more performance to all Unity creators, in many cases without having to expose ECS complexity if you don’t need it.

There are several milestones for this convergence:

  • We'll ensure that for every GameObject of your projects, there is an equivalent Entity linked to it. This simplifies manipulating your project data through both environments.
  • The most important data you usually need to synchronize between GameObject and ECS is object transformations. This is why we are aligning both transformation APIs and data structure to boost synchronization performance.
  • This will lead us to unify the scene and build workflows to ensure that regardless of the system you use for manipulating your project data, we provide a fully unified experience.
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