Unity 6.3 — DOTS / Entities (ECS)
Unity 6.3 — DOTS / Entities (ECS)
Last verified: 2026-02-13
Status: Production-Ready (Entities 1.3+, Unity 6.3 LTS)
Package: com.unity.entities (Package Manager)
Overview
DOTS (Data-Oriented Technology Stack) is Unity's high-performance ECS (Entity Component System) framework. It's designed for games with massive scale (1000s-10,000s of entities).
Use DOTS for:
- RTS games (1000s of units)
- Simulations (crowds, traffic, physics)
- Procedural content generation
- Performance-critical systems
DON'T use DOTS for:
- Small games (overhead not worth it)
- Gameplay requiring frequent structural changes
- Heavy use of UnityEngine APIs (MonoBehaviour is easier)
⚠️ Knowledge Gap: Entities 1.0+ (Unity 6) is a complete rewrite from 0.x. Many tutorials for Entities 0.x are now outdated.
Installation
Install via Package Manager
Window > Package Manager- Unity Registry > Search "Entities"
- Install:
Entities(ECS core)Burst(LLVM compiler)Jobs(auto-installed)Mathematics(SIMD math)
Core Concepts
1. Entity
- Lightweight ID (int)
- No behavior, just an identifier
2. Component
- Data only (no methods)
- Struct implementing
IComponentData
3. System
- Logic that operates on components
- Struct implementing
ISystem
4. Archetype
- Unique combination of component types
- Entities with same components share archetype
Basic ECS Pattern
Define Component
using Unity.Entities;
using Unity.Mathematics;
// ✅ Component: Data only, no methods
public struct Position : IComponentData {
public float3 Value;
}
public struct Velocity : IComponentData {
public float3 Value;
}
Define System
using Unity.Entities;
using Unity.Burst;
// ✅ System: Logic that processes entities
[BurstCompile]
public partial struct MovementSystem : ISystem {
[BurstCompile]
public void OnUpdate(ref SystemState state) {
float deltaTime = SystemAPI.Time.DeltaTime;
// Query all entities with Position + Velocity
foreach (var (transform, velocity) in
SystemAPI.Query<RefRW<Position>, RefRO<Velocity>>()) {
transform.ValueRW.Value += velocity.ValueRO.Value * deltaTime;
}
}
}
Create Entities
using Unity.Entities;
using Unity.Mathematics;
public partial class EntitySpawner : SystemBase {
protected override void OnUpdate() {
var em = EntityManager;
// Create entity
Entity entity = em.CreateEntity();
// Add components
em.AddComponentData(entity, new Position { Value = float3.zero });
em.AddComponentData(entity, new Velocity { Value = new float3(1, 0, 0) });
}
}
Hybrid ECS (MonoBehaviour + ECS)
Baker (Convert GameObject to Entity)
using Unity.Entities;
using UnityEngine;
public class PlayerAuthoring : MonoBehaviour {
public float speed;
}
public class PlayerBaker : Baker<PlayerAuthoring> {
public override void Bake(PlayerAuthoring authoring) {
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new Position { Value = authoring.transform.position });
AddComponent(entity, new Velocity { Value = new float3(authoring.speed, 0, 0) });
}
}
How it works:
- Add
PlayerAuthoringto GameObject in editor - Baker automatically converts to Entity at runtime
- Entity has Position + Velocity components
Queries
Query All Entities with Components
foreach (var (position, velocity) in
SystemAPI.Query<RefRW<Position>, RefRO<Velocity>>()) {
position.ValueRW.Value += velocity.ValueRO.Value * deltaTime;
}
Query with Entity
foreach (var (position, velocity, entity) in
SystemAPI.Query<RefRW<Position>, RefRO<Velocity>>().WithEntityAccess()) {
// Access entity ID
Debug.Log($"Entity: {entity}");
}
Query with Filters
// Only entities with "Enemy" tag
foreach (var position in
SystemAPI.Query<RefRW<Position>>().WithAll<EnemyTag>()) {
// Process enemies only
}
Jobs (Parallel Execution)
IJobEntity (Parallel Foreach)
using Unity.Entities;
using Unity.Burst;
[BurstCompile]
public partial struct MovementJob : IJobEntity {
public float DeltaTime;
// Execute runs in parallel for each entity
void Execute(ref Position position, in Velocity velocity) {
position.Value += velocity.Value * DeltaTime;
}
}
[BurstCompile]
public partial struct MovementSystem : ISystem {
public void OnUpdate(ref SystemState state) {
var job = new MovementJob {
DeltaTime = SystemAPI.Time.DeltaTime
};
job.ScheduleParallel(); // Parallel execution
}
}
Burst Compiler (Performance)
Enable Burst
using Unity.Burst;
[BurstCompile] // 10-100x faster than regular C#
public partial struct MySystem : ISystem {
[BurstCompile]
public void OnUpdate(ref SystemState state) {
// Burst-compiled code
}
}
Burst Restrictions:
- No managed references (classes, strings, etc.)
- Only blittable types (structs, primitives, Unity.Mathematics types)
- No exceptions
Entity Command Buffers (Structural Changes)
Deferred Structural Changes
using Unity.Entities;
public partial struct SpawnSystem : ISystem {
public void OnUpdate(ref SystemState state) {
var ecb = new EntityCommandBuffer(Allocator.Temp);
// Defer entity creation (don't modify during iteration)
foreach (var spawner in SystemAPI.Query<Spawner>()) {
Entity newEntity = ecb.CreateEntity();
ecb.AddComponent(newEntity, new Position { Value = spawner.SpawnPos });
}
ecb.Playback(state.EntityManager); // Apply changes
ecb.Dispose();
}
}
Dynamic Buffers (Array-Like Components)
Define Dynamic Buffer
public struct PathWaypoint : IBufferElementData {
public float3 Position;
}
Use Dynamic Buffer
// Add buffer to entity
var buffer = EntityManager.AddBuffer<PathWaypoint>(entity);
buffer.Add(new PathWaypoint { Position = new float3(0, 0, 0) });
buffer.Add(new PathWaypoint { Position = new float3(10, 0, 0) });
// Query buffer
foreach (var buffer in SystemAPI.Query<DynamicBuffer<PathWaypoint>>()) {
foreach (var waypoint in buffer) {
Debug.Log(waypoint.Position);
}
}
Tags (Zero-Size Components)
Define Tag
public struct EnemyTag : IComponentData { } // Empty component = tag
Use Tag for Filtering
// Only process entities with EnemyTag
foreach (var position in
SystemAPI.Query<RefRW<Position>>().WithAll<EnemyTag>()) {
// Enemy-specific logic
}
System Ordering
Explicit Ordering
[UpdateBefore(typeof(PhysicsSystem))]
public partial struct InputSystem : ISystem { }
[UpdateAfter(typeof(PhysicsSystem))]
public partial struct RenderSystem : ISystem { }
Performance Patterns
Chunk Iteration (Maximum Performance)
public void OnUpdate(ref SystemState state) {
var query = SystemAPI.QueryBuilder().WithAll<Position, Velocity>().Build();
var chunks = query.ToArchetypeChunkArray(Allocator.Temp);
var positionType = state.GetComponentTypeHandle<Position>();
var velocityType = state.GetComponentTypeHandle<Velocity>(true); // Read-only
foreach (var chunk in chunks) {
var positions = chunk.GetNativeArray(ref positionType);
var velocities = chunk.GetNativeArray(ref velocityType);
for (int i = 0; i < chunk.Count; i++) {
positions[i] = new Position {
Value = positions[i].Value + velocities[i].Value * deltaTime
};
}
}
chunks.Dispose();
}
Migration from MonoBehaviour
// ❌ OLD: MonoBehaviour (OOP)
public class Enemy : MonoBehaviour {
public float speed;
void Update() {
transform.position += Vector3.forward * speed * Time.deltaTime;
}
}
// ✅ NEW: DOTS (ECS)
public struct EnemyData : IComponentData {
public float Speed;
}
[BurstCompile]
public partial struct EnemyMovementSystem : ISystem {
public void OnUpdate(ref SystemState state) {
float dt = SystemAPI.Time.DeltaTime;
foreach (var (transform, enemy) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyData>>()) {
transform.ValueRW.Position += new float3(0, 0, enemy.ValueRO.Speed * dt);
}
}
}
Debugging
Entities Hierarchy Window
Window > Entities > Hierarchy
- Shows all entities and their components
- Filter by archetype, component type
Entities Profiler
Window > Analysis > Profiler > Entities
- System execution times
- Memory usage per archetype