Unity 面向数据的技术栈 (DOTS)
ECS for Unity
ECS for Unity(实体组件系统)使您能够构建更具雄心的游戏。它是一个与 GameObjects 兼容的面向数据的框架,凭借前所未有的控制和确定性水平,使经验丰富的 Unity 创作者能够实现更多。
Burst 编译器
Burst是一种编译器,可将IL/.NET字节码转换为高度优化的本地代码。它使用业界公认的 LLVM 编译器基础架构,为游戏创作者提供 C# 原生代码的性能。Burst 还暴露了 CPU 的内在特性,从而可以对性能关键代码进行微调。
C# 作业系统
该系统使 Unity 开发人员能够利用多核计算平台,并行化代码可以安全、高速地运行。C# 作业系统暴露了 Unity 内部的 C++ 作业系统,使 Unity 创作者能够在 Unity 内部处理的同时运行他们的脚本。
生产中的 DOTS
Experience this competitive, 128+ player cross-platform demo to learn multiplayer and ECS mechanics, understand how to implement gaming services, and experiment with all-new Unity 6 features.
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.
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.
Learn how Kasedo Games used ECS for Unity to power heavy NPC simulation for IXION, their city builder, survival, and space exploration title.
“Throughout the development of Hardspace: Shipbreaker, DOTS opened up the possibilities of what was even conceivable to do. We had processes that initially took an hour now take only 100 milliseconds after implementing DOTS.” – Richard Harrison, technical director on Hardspace: Shipbreaker
This studio’s working on Diplomacy is Not an Option (DNO), a real-time strategy game, and got stunning results. “We’re using DOTS almost everywhere in our game, and we’re finding it especially useful for pathfinding and optimizing our gameplay logic,” says lead developer Sergey Klimenko.