unity-ecs-dots
Unity ECS / DOTS (Data-Oriented Technology Stack)
Based on Unity 6.3 LTS (6000.3) -- Entities 1.3, Burst 1.8, Jobs package
Core Concepts
ECS (Entity Component System) is Unity's data-oriented framework. It replaces the GameObject/MonoBehaviour model with a cache-friendly, high-performance architecture.
ECS vs MonoBehaviour
| Aspect | MonoBehaviour | ECS |
|---|---|---|
| Identity | GameObject (heavy, managed) | Entity (lightweight int ID) |
| Data | Class fields on components | Unmanaged structs (IComponentData) |
| Logic | Methods on MonoBehaviour | Systems (ISystem / SystemBase) |
| Memory layout | Scattered across heap | Contiguous chunks by archetype |
| Threading | Main thread only | Jobs + Burst for parallel work |
Entities
Entities are lightweight identifiers (an index + version integer). They have no behavior and no data -- they are handles used to associate components.
Components (IComponentData)
Components are unmanaged structs with no methods. They hold only data.
using Unity.Entities;
public struct Speed : IComponentData
{
public float Value;
}
public struct Health : IComponentData
{
public float Current;
public float Max;
}
Archetypes and Chunks
An archetype is a unique combination of component types. All entities with the same set of components share an archetype. Entities are stored in chunks (16 KB blocks) grouped by archetype, enabling cache-efficient iteration.
World and EntityManager
A World contains an EntityManager and a set of systems. The default world is created automatically. EntityManager is the primary API for creating/destroying entities and adding/removing components.
Baking and SubScene Workflow
Baking converts authoring GameObjects into runtime entities. This is a one-way conversion that happens at build time or when a SubScene is loaded in the Editor.
Baker
using Unity.Entities;
// Authoring component (MonoBehaviour on GameObject)
public class SpeedAuthoring : MonoBehaviour
{
public float speed;
}
// Baker converts authoring data to ECS components
public class SpeedBaker : Baker<SpeedAuthoring>
{
public override void Bake(SpeedAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new Speed { Value = authoring.speed });
}
}
SubScene
- SubScenes contain GameObjects that are baked into entities at build time
- At runtime, entity data streams in efficiently (no GameObject overhead)
- In the Editor, SubScenes can be opened for editing (shows GameObjects) or closed (shows baked entities)
- Always place ECS-managed objects inside a SubScene
TransformUsageFlags
| Flag | Use |
|---|---|
Dynamic |
Entity moves at runtime (gets LocalTransform, LocalToWorld) |
Renderable |
Entity is rendered but not moved by code |
WorldSpace |
Entity uses world-space transform only |
None |
No transform components added |
Systems
Systems contain all logic. They iterate over entities that match a component query.
ISystem (Recommended)
ISystem is the modern, unmanaged system type. It is Burst-compatible and should be preferred over SystemBase.
using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
[BurstCompile]
public partial struct MovementSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<Speed>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float deltaTime = SystemAPI.Time.DeltaTime;
foreach (var (transform, speed) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<Speed>>())
{
transform.ValueRW.Position +=
new float3(0, 0, speed.ValueRO.Value * deltaTime);
}
}
[BurstCompile]
public void OnDestroy(ref SystemState state) { }
}
Key points:
- Must be a
partial struct - Use
[BurstCompile]on the struct and each method OnCreate,OnUpdate,OnDestroyreceiveref SystemStatestate.RequireForUpdate<T>()-- system only runs when T existsSystemAPI.Query<T>()-- type-safe foreach iteration
SystemBase (Managed, Legacy)
SystemBase is a managed class-based system. It supports managed code but cannot be Burst-compiled at the system level. Use ISystem for all new code. SystemBase uses Entities.ForEach() lambda syntax instead of SystemAPI.Query.
SystemGroup and Update Ordering
Systems are organized into groups that update in a defined order:
InitializationSystemGroup
-> BeginInitializationEntityCommandBufferSystem
SimulationSystemGroup (default group)
-> BeginSimulationEntityCommandBufferSystem
-> [Your systems go here by default]
-> EndSimulationEntityCommandBufferSystem
PresentationSystemGroup
-> BeginPresentationEntityCommandBufferSystem
Control ordering with attributes:
[UpdateInGroup(typeof(SimulationSystemGroup))]
[UpdateBefore(typeof(OtherSystem))]
[UpdateAfter(typeof(AnotherSystem))]
public partial struct MySystem : ISystem { }
SystemAPI
SystemAPI provides static methods for safe, Burst-compatible access:
| Method | Purpose |
|---|---|
SystemAPI.Query<T1, T2>() |
Iterate matching entities |
SystemAPI.Time |
Access TimeData (DeltaTime, ElapsedTime) |
SystemAPI.GetSingleton<T>() |
Get singleton component value |
SystemAPI.SetSingleton<T>(value) |
Set singleton component value |
SystemAPI.GetComponent<T>(entity) |
Read component from entity |
SystemAPI.SetComponent<T>(entity, value) |
Write component on entity |
SystemAPI.HasComponent<T>(entity) |
Check if entity has component |
SystemAPI.GetComponentLookup<T>() |
Get random-access lookup |
SystemAPI.GetBuffer<T>(entity) |
Get DynamicBuffer |
SystemAPI.GetAspect<T>(entity) |
Get aspect for entity |
Components Deep Dive
IComponentData (Unmanaged Struct)
The fundamental component type. Must be an unmanaged struct (no reference types, no managed arrays).
ISharedComponentData
Shared across entities -- entities with the same shared component value are grouped into the same chunk. Changing a shared component value is a structural change.
public struct TeamId : ISharedComponentData
{
public int Value;
}
IBufferElementData (DynamicBuffer)
Variable-length arrays attached to entities.
[InternalBufferCapacity(8)]
public struct DamageEvent : IBufferElementData
{
public float Value;
public Entity Source;
}
// Usage in a system
foreach (var (buffer, entity) in SystemAPI.Query<DynamicBuffer<DamageEvent>>()
.WithEntityAccess())
{
for (int i = 0; i < buffer.Length; i++)
totalDamage += buffer[i].Value;
buffer.Clear();
}
ICleanupComponentData
Persists after entity destruction. Used for cleanup logic (e.g., releasing native resources). The entity is not fully destroyed until all cleanup components are removed.
IEnableableComponent
Components that can be toggled on/off without structural changes (no chunk moves).
public struct Stunned : IComponentData, IEnableableComponent { }
// Toggle in system
SystemAPI.SetComponentEnabled<Stunned>(entity, true);
bool isStunned = SystemAPI.IsComponentEnabled<Stunned>(entity);
Tag Components
Zero-size structs used purely for filtering queries. No fields -- zero memory cost per entity.
public struct IsPlayer : IComponentData { }
Common Patterns
Creating and Destroying Entities
// Direct creation (structural change -- main thread only)
Entity e = entityManager.CreateEntity(typeof(Speed), typeof(Health));
// Preferred: use EntityCommandBuffer for deferred structural changes
var ecb = new EntityCommandBuffer(Allocator.TempJob);
Entity e2 = ecb.CreateEntity();
ecb.AddComponent(e2, new Speed { Value = 5f });
ecb.Playback(entityManager);
ecb.Dispose();
EntityCommandBuffer (ECB)
Structural changes (create/destroy entity, add/remove component) cannot happen during iteration. Use ECB to defer them. See references/ecs-api.md for full ECB API.
System-Managed ECB (Preferred)
[BurstCompile]
public partial struct SpawnSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecbSingleton = SystemAPI.GetSingleton<
EndSimulationEntityCommandBufferSystem.Singleton>();
var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);
// ecb is played back automatically -- no Playback/Dispose needed
foreach (var spawner in SystemAPI.Query<RefRW<Spawner>>())
{
if (spawner.ValueRO.Timer <= 0)
{
ecb.Instantiate(spawner.ValueRO.Prefab);
spawner.ValueRW.Timer = spawner.ValueRO.Interval;
}
}
}
}
Singleton Components
Use when exactly one entity has a given component. Access via SystemAPI.GetSingleton<T>() / SystemAPI.SetSingleton<T>(value) / SystemAPI.GetSingletonRW<T>(). Useful for global config, game state, and similar one-of-a-kind data.
Aspects (IAspect)
Aspects group related components into a single access wrapper with optional methods.
public readonly partial struct CharacterAspect : IAspect
{
public readonly RefRW<LocalTransform> Transform;
public readonly RefRO<Speed> Speed;
public readonly RefRW<Health> Health;
public void Move(float3 direction, float deltaTime)
{
Transform.ValueRW.Position +=
direction * Speed.ValueRO.Value * deltaTime;
}
}
// Use in system
foreach (var character in SystemAPI.Query<CharacterAspect>())
{
character.Move(new float3(1, 0, 0), deltaTime);
}
Jobs System
IJobEntity (Recommended)
Automatically generates an EntityQuery from the Execute parameter types.
[BurstCompile]
public partial struct MoveJob : IJobEntity
{
public float DeltaTime;
void Execute(ref LocalTransform transform, in Speed speed)
{
transform.Position += new float3(0, 0, speed.Value * DeltaTime);
}
}
// Schedule from system
[BurstCompile]
public partial struct MoveSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
new MoveJob
{
DeltaTime = SystemAPI.Time.DeltaTime
}.ScheduleParallel();
}
}
IJobChunk (Low-Level)
Manual chunk iteration for maximum control. See references/jobs-burst.md for full examples.
Job Scheduling
| Method | Behavior |
|---|---|
Run() |
Execute on main thread (no job scheduling) |
Schedule() |
Single-threaded job on worker thread |
ScheduleParallel() |
Multi-threaded across chunks |
ECB in Parallel Jobs
[BurstCompile]
public partial struct DestroyDeadJob : IJobEntity
{
public EntityCommandBuffer.ParallelWriter ECB;
void Execute([ChunkIndexInQuery] int sortKey, in Health health, Entity entity)
{
if (health.Current <= 0)
ECB.DestroyEntity(sortKey, entity);
}
}
Burst Compiler
The Burst compiler translates IL/.NET bytecode into highly optimized native code using LLVM.
Usage
Add [BurstCompile] to ISystem structs (and each method) and IJobEntity structs. Burst compiles them to optimized native code via LLVM.
Restrictions
- No managed types (no
class,string,List<T>, managed arrays) - No allocations (no
newfor reference types) - No try/catch/finally
- No virtual methods or interfaces (except job interfaces)
- No static mutable fields (use
SharedStatic<T>instead) - Must use
NativeContainertypes for collections
Unity.Mathematics
Burst-optimized math library replacing UnityEngine.Mathf and Vector3:
using Unity.Mathematics;
float3 position = new float3(1, 2, 3);
quaternion rot = quaternion.Euler(0, math.PI, 0);
float dist = math.distance(a, b);
float3 dir = math.normalize(b - a);
float val = math.lerp(0f, 1f, 0.5f);
| UnityEngine | Unity.Mathematics |
|---|---|
Vector3 |
float3 |
Vector2 |
float2 |
Quaternion |
quaternion |
Mathf.Lerp |
math.lerp |
Mathf.Sin |
math.sin |
Matrix4x4 |
float4x4 |
Anti-Patterns
| What | Why It's Wrong | Fix |
|---|---|---|
Using SystemBase when ISystem works |
Cannot Burst-compile system, heap allocations | Use ISystem (partial struct) with [BurstCompile] |
| Structural changes during iteration | Invalidates iterators, causes exceptions | Use EntityCommandBuffer for deferred changes |
| Structural changes in parallel jobs without ECB | Race conditions, crashes | Use EntityCommandBuffer.ParallelWriter with sort key |
| Managed types in Burst-compiled code | Burst cannot compile managed types | Use unmanaged structs, FixedString, NativeContainer |
Missing [BurstCompile] on ISystem |
System runs as managed code, loses performance | Add [BurstCompile] to struct and all methods |
Allocating NativeArray every frame without disposing |
Memory leak | Allocate with Allocator.Temp or dispose in OnDestroy |
Using UnityEngine.Mathf in Burst code |
Not Burst-optimized | Use Unity.Mathematics.math |
Forgetting state.RequireForUpdate<T>() |
System runs even when no matching entities exist | Call in OnCreate to skip updates when unnecessary |
Modifying SharedComponentData frequently |
Each change is a structural change (chunk move) | Use regular IComponentData for frequently changing data |
Using GetComponent in inner loops |
Random access breaks cache coherency | Use SystemAPI.Query for linear iteration |
Key API Quick Reference
| Class / Struct | Key Members | Notes |
|---|---|---|
EntityManager |
CreateEntity, DestroyEntity, AddComponent<T>, RemoveComponent<T>, GetComponentData<T>, SetComponentData<T> |
Main-thread only; structural changes |
EntityCommandBuffer |
CreateEntity, DestroyEntity, AddComponent, RemoveComponent, Instantiate, Playback |
Deferred structural changes |
ECB.ParallelWriter |
Same as ECB but with sortKey parameter |
Thread-safe for parallel jobs |
SystemAPI |
Query<T>, Time, GetSingleton<T>, GetComponent<T>, GetComponentLookup<T> |
Static access from systems |
EntityQuery |
ToEntityArray, ToComponentDataArray<T>, CalculateEntityCount |
Bulk operations |
IComponentData |
(marker interface) | Unmanaged struct components |
IBufferElementData |
(marker interface) | Dynamic buffer elements |
DynamicBuffer<T> |
Add, RemoveAt, Length, Clear, AsNativeArray |
Variable-length per-entity arrays |
IJobEntity |
Execute(ref T1, in T2, ...) |
Auto-generated query from params |
IJobChunk |
Execute(in ArchetypeChunk, ...) |
Manual chunk iteration |
World |
DefaultGameObjectInjectionWorld, EntityManager |
Container for systems + entities |
RefRW<T> / RefRO<T> |
ValueRW / ValueRO |
Read-write / read-only component refs |
Related Skills
- unity-scripting -- MonoBehaviour scripting, coroutines, async/await
- unity-physics -- Physics engine, Rigidbody, colliders (for Unity Physics ECS package)
- unity-foundations -- GameObjects, Transforms, Scenes, Prefabs
Additional Resources
- See references/ecs-api.md for detailed Entity/Component API
- See references/jobs-burst.md for Jobs and Burst deep dive
- Unity Entities Manual
- Unity Burst Manual
- Unity Jobs Manual
- Unity Entities API Reference