Unity ECS Patterns
Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler.
When to Use This Skill
- Building high-performance Unity games
- Managing thousands of entities efficiently
- Implementing data-oriented game systems
- Optimizing CPU-bound game logic
- Converting OOP game code to ECS
- Using Jobs and Burst for parallelization
Core Concepts
1. ECS vs OOP
| Aspect | Traditional OOP | ECS/DOTS | |--------|-----------------|----------| | Data layout | Object-oriented | Data-oriented | | Memory | Scattered | Contiguous | | Processing | Per-object | Batched | | Scaling | Poor with count | Linear scaling | | Best for | Complex behaviors | Mass simulation |
2. DOTS Components
Entity: Lightweight ID (no data)
Component: Pure data (no behavior)
System: Logic that processes components
World: Container for entities
Archetype: Unique combination of components
Chunk: Memory block for same-archetype entities
Patterns
Pattern 1: Basic ECS Setup
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.Burst;
using Unity.Collections;
// Component: Pure data, no methods
public struct Speed : IComponentData
{
public float Value;
}
public struct Health : IComponentData
{
public float Current;
public float Max;
}
public struct Target : IComponentData
{
public Entity Value;
}
// Tag component (zero-size marker)
public struct EnemyTag : IComponentData { }
public struct PlayerTag : IComponentData { }
// Buffer component (variable-size array)
[InternalBufferCapacity(8)]
public struct InventoryItem : IBufferElementData
{
public int ItemId;
public int Quantity;
}
// Shared component (grouped entities)
public struct TeamId : ISharedComponentData
{
public int Value;
}
Pattern 2: Systems with ISystem (Recommended)
using Unity.Entities;
using Unity.Transforms;
using Unity.Mathematics;
using Unity.Burst;
// ISystem: Unmanaged, Burst-compatible, highest performance
[BurstCompile]
public partial struct MovementSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
// Require components before system runs
state.RequireForUpdate<Speed>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float deltaTime = SystemAPI.Time.DeltaTime;
// Simple foreach - auto-generates job
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) { }
}
// With explicit job for more control
[BurstCompile]
public partial struct MovementJobSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var job = new MoveJob
{
DeltaTime = SystemAPI.Time.DeltaTime
};
state.Dependency = job.ScheduleParallel(state.Dependency);
}
}
[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);
}
}
Pattern 3: Entity Queries
[BurstCompile]
public partial struct QueryExamplesSystem : ISystem
{
private EntityQuery _enemyQuery;
public void OnCreate(ref SystemState state)
{
// Build query manually for complex cases
_enemyQuery = new EntityQueryBuilder(Allocator.Temp)
.WithAll<EnemyTag, Health, LocalTransform>()
.WithNone<Dead>()
.WithOptions(EntityQueryOptions.FilterWriteGroup)
.Build(ref state);
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
// SystemAPI.Query - simplest approach
foreach (var (health, entity) in
SystemAPI.Query<RefRW<Health>>()
.WithAll<EnemyTag>()
.WithEntityAccess())
{
if (health.ValueRO.Current <= 0)
{
// Mark for destruction
SystemAPI.GetSingleton<EndSimulationEntityCommandBufferSystem.Singleton>()
.CreateCommandBuffer(state.WorldUnmanaged)
.DestroyEntity(entity);
}
}
// Get count
int enemyCount = _enemyQuery.CalculateEntityCount();
// Get all entities
var enemies = _enemyQuery.ToEntityArray(Allocator.Temp);
// Get component arrays
var healths = _enemyQuery.ToComponentDataArray<Health>(Allocator.Temp);
}
}
Pattern 4: Entity Command Buffers (Structural Changes)
// Structural changes (create/destroy/add/remove) require command buffers
[BurstCompile]
[UpdateInGroup(typeof(SimulationSystemGroup))]
public partial struct SpawnSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecbSingleton = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>();
var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);
foreach (var (spawner, transform) in
SystemAPI.Query<RefRW<Spawner>, RefRO<LocalTransform>>())
{
spawner.ValueRW.Timer -= SystemAPI.Time.DeltaTime;
if (spawner.ValueRO.Timer <= 0)
{
spawner.ValueRW.Timer = spawner.ValueRO.Interval;
// Create entity (deferred until sync point)
Entity newEntity = ecb.Instantiate(spawner.ValueRO.Prefab);
// Set component values
ecb.SetComponent(newEntity, new LocalTransform
{
Position = transform.ValueRO.Position,
Rotation = quaternion.identity,
Scale = 1f
});
// Add component
ecb.AddComponent(newEntity, new Speed { Value = 5f });
}
}
}
}
// Parallel ECB usage
[BurstCompile]
public partial struct ParallelSpawnJob : IJobEntity
{
public EntityCommandBuffer.ParallelWriter ECB;
void Execute([EntityIndexInQuery] int index, in Spawner spawner)
{
Entity e = ECB.Instantiate(index, spawner.Prefab);
ECB.AddComponent(index, e, new Speed { Value = 5f });
}
}
Pattern 5: Aspect (Grouping Components)
using Unity.Entities;
using Unity.Transforms;
using Unity.Mathematics;
// Aspect: Groups related components for cleaner code
public readonly partial struct CharacterAspect : IAspect
{
public readonly Entity Entity;
private readonly RefRW<LocalTransform> _transform;
private readonly RefRO<Speed> _speed;
private readonly RefRW<Health> _health;
// Optional component
[Optional]
private readonly RefRO<Shield> _shield;
// Buffer
private readonly DynamicBuffer<InventoryItem> _inventory;
public float3 Position
{
get => _transform.ValueRO.Position;
set => _transform.ValueRW.Position = value;
}
public float CurrentHealth => _health.ValueRO.Current;
public float MaxHealth => _health.ValueRO.Max;
public float MoveSpeed => _speed.ValueRO.Value;
public bool HasShield => _shield.IsValid;
public float ShieldAmount => HasShield ? _shield.ValueRO.Amount : 0f;
public void TakeDamage(float amount)
{
float remaining = amount;
if (HasShield && _shield.ValueRO.Amount > 0)
{
// Shield absorbs damage first
remaining = math.max(0, amount - _shield.ValueRO.Amount);
}
_health.ValueRW.Current = math.max(0, _health.ValueRO.Current - remaining);
}
public void Move(float3 direction, float deltaTime)
{
_transform.