技能版本 1.0.0
unity-ecs-patterns
Master Unity ECS (Entity Component System) with DOTS, Jobs, and Burst for high-performance game development. Use when building data-oriented games, optimizing performance, or working with large entity counts.
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技能说明
- 名称
- unity-ecs-patterns
- 说明
- Master Unity ECS (Entity Component System) with DOTS, Jobs, and Burst for high-performance game development. Use when building data-oriented games, optimizing performance, or working with large entity counts.
仅指令
技能包内没有脚本文件:这个技能是供模型阅读的文本。
SKILL.md 节选
# 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
```csharp
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)
```csharp
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
```csharp
[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) inSKILL.md 不止这些内容,安装后可阅读全文。
技能包内容
共 1 个文件,合计 16.1 KiB
- SKILL.md16.1 KiB
来源与审核
- 审核状态
- 尚未审核,内容来自上游来源
- 许可证
- 未说明
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