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Unity’s Data-Oriented Technology Stack (DOTS)

DOTS includes technologies and packages that deliver a data-oriented design approach to building games in Unity. Applying data-oriented design to a game’s architecture empowers creators to scale processing in a highly performant manner.
Tune in to this short demo explaining the features of Megacity Metro and how Netcode for Entities can work for action-based multiplayer games.
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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 Compiler

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 jobs

C# Job System

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.

DOTS in Production

megacity multiplier
Megacity Metro

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.

V Rising showcase
Stunlock Studios

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.

The path to leveraging DOTS in production
Ramen VR and Electric Square

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.

Unity at Devcom with IXION
Kasedo Games

Learn how Kasedo Games used ECS for Unity to power heavy NPC simulation for IXION, their city builder, survival, and space exploration title.

Blackbird Interactive
Blackbird Interactive

“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

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Door 407

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.

ECS Callout
Get started with DOTS

Check out some of the resources to help you get started with DOTS and learn about the fundamental concepts of data-oriented design.