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
- 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
- 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.ValueRW.Position += direction * _speed.ValueRO.Value * deltaTime;
}
public void AddItem(int itemId, int quantity)
{
_inventory.Add(new InventoryItem { ItemId = itemId, Quantity = quantity });
}
}
// Using aspect in system [BurstCompile] public partial struct CharacterSystem : ISystem { [BurstCompile] public void OnUpdate(ref SystemState state) { float dt = SystemAPI.Time.DeltaTime;
foreach (var character in SystemAPI.Query<CharacterAspect>())
{
character.Move(new float3(1, 0, 0), dt);
if (character.CurrentHealth < character.MaxHealth * 0.5f)
{
// Low health logic
}
}
}
}
Pattern 6: Singleton Components
// Singleton: Exactly one entity with this component public struct GameConfig : IComponentData { public float DifficultyMultiplier; public int MaxEnemies; public float SpawnRate; }
public struct GameState : IComponentData { public int Score; public int Wave; public float TimeRemaining; }
// Create singleton on world creation public partial struct GameInitSystem : ISystem { public void OnCreate(ref SystemState state) { var entity = state.EntityManager.CreateEntity(); state.EntityManager.AddComponentData(entity, new GameConfig { DifficultyMultiplier = 1.0f, MaxEnemies = 100, SpawnRate = 2.0f }); state.EntityManager.AddComponentData(entity, new GameState { Score = 0, Wave = 1, TimeRemaining = 120f }); } }
// Access singleton in system [BurstCompile] public partial struct ScoreSystem : ISystem { [BurstCompile] public void OnUpdate(ref SystemState state) { // Read singleton var config = SystemAPI.GetSingleton<GameConfig>();
// Write singleton
ref var gameState = ref SystemAPI.GetSingletonRW<GameState>().ValueRW;
gameState.TimeRemaining -= SystemAPI.Time.DeltaTime;
// Check exists
if (SystemAPI.HasSingleton<GameConfig>())
{
// ...
}
}
}
Pattern 7: Baking (Converting GameObjects)
using Unity.Entities; using UnityEngine;
// Authoring component (MonoBehaviour in Editor) public class EnemyAuthoring : MonoBehaviour { public float Speed = 5f; public float Health = 100f; public GameObject ProjectilePrefab;
class Baker : Baker<EnemyAuthoring>
{
public override void Bake(EnemyAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new Speed { Value = authoring.Speed });
AddComponent(entity, new Health
{
Current = authoring.Health,
Max = authoring.Health
});
AddComponent(entity, new EnemyTag());
if (authoring.ProjectilePrefab != null)
{
AddComponent(entity, new ProjectilePrefab
{
Value = GetEntity(authoring.ProjectilePrefab, TransformUsageFlags.Dynamic)
});
}
}
}
}
// Complex baking with dependencies public class SpawnerAuthoring : MonoBehaviour { public GameObject[] Prefabs; public float Interval = 1f;
class Baker : Baker<SpawnerAuthoring>
{
public override void Bake(SpawnerAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new Spawner
{
Interval = authoring.Interval,
Timer = 0f
});
// Bake buffer of prefabs
var buffer = AddBuffer<SpawnPrefabElement>(entity);
foreach (var prefab in authoring.Prefabs)
{
buffer.Add(new SpawnPrefabElement
{
Prefab = GetEntity(prefab, TransformUsageFlags.Dynamic)
});
}
// Declare dependencies
DependsOn(authoring.Prefabs);
}
}
}
Pattern 8: Jobs with Native Collections
using Unity.Jobs; using Unity.Collections; using Unity.Burst; using Unity.Mathematics;
[BurstCompile] public struct SpatialHashJob : IJobParallelFor { [ReadOnly] public NativeArray<float3> Positions;
// Thread-safe write to hash map
public NativeParallelMultiHashMap<int, int>.ParallelWriter HashMap;
public float CellSize;
public void Execute(int index)
{
float3 pos = Positions[index];
int hash = GetHash(pos);
HashMap.Add(hash, index);
}
int GetHash(float3 pos)
{
int x = (int)math.floor(pos.x / CellSize);
int y = (int)math.floor(pos.y / CellSize);
int z = (int)math.floor(pos.z / CellSize);
return x * 73856093 ^ y * 19349663 ^ z * 83492791;
}
}
[BurstCompile] public partial struct SpatialHashSystem : ISystem { private NativeParallelMultiHashMap<int, int> _hashMap;
public void OnCreate(ref SystemState state)
{
_hashMap = new NativeParallelMultiHashMap<int, int>(10000, Allocator.Persistent);
}
public void OnDestroy(ref SystemState state)
{
_hashMap.Dispose();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var query = SystemAPI.QueryBuilder()
.WithAll<LocalTransform>()
.Build();
int count = query.CalculateEntityCount();
// Resize if needed
if (_hashMap.Capacity < count)
{
_hashMap.Capacity = count * 2;
}
_hashMap.Clear();
// Get positions
var positions = query.ToComponentDataArray<LocalTransform>(Allocator.TempJob);
var posFloat3 = new NativeArray<float3>(count, Allocator.TempJob);
for (int i = 0; i < count; i++)
{
posFloat3[i] = positions[i].Position;
}
// Build hash map
var hashJob = new SpatialHashJob
{
Positions = posFloat3,
HashMap = _hashMap.AsParallelWriter(),
CellSize = 10f
};
state.Dependency = hashJob.Schedule(count, 64, state.Dependency);
// Cleanup
positions.Dispose(state.Dependency);
posFloat3.Dispose(state.Dependency);
}
}
Performance Tips
// 1. Use Burst everywhere [BurstCompile] public partial struct MySystem : ISystem { }
// 2. Prefer IJobEntity over manual iteration [BurstCompile] partial struct OptimizedJob : IJobEntity { void Execute(ref LocalTransform transform) { } }
// 3. Schedule parallel when possible state.Dependency = job.ScheduleParallel(state.Dependency);
// 4. Use ScheduleParallel with chunk iteration [BurstCompile] partial struct ChunkJob : IJobChunk { public ComponentTypeHandle<Health> HealthHandle;
public void Execute(in ArchetypeChunk chunk, int unfilteredChunkIndex,
bool useEnabledMask, in v128 chunkEnabledMask)
{
var healths = chunk.GetNativeArray(ref HealthHandle);
for (int i = 0; i < chunk.Count; i++)
{
// Process
}
}
}
// 5. Avoid structural changes in hot paths // Use enableable components instead of add/remove public struct Disabled : IComponentData, IEnableableComponent { }
Best Practices
Do's
-
Use ISystem over SystemBase - Better performance
-
Burst compile everything - Massive speedup
-
Batch structural changes - Use ECB
-
Profile with Profiler - Identify bottlenecks
-
Use Aspects - Clean component grouping
Don'ts
-
Don't use managed types - Breaks Burst
-
Don't structural change in jobs - Use ECB
-
Don't over-architect - Start simple
-
Don't ignore chunk utilization - Group similar entities
-
Don't forget disposal - Native collections leak