The Data-Oriented Technology Stack (DOTS) can unlock serious performance for your game – but how do you apply these tools to an existing project? When does it make sense to use a data-oriented design approach? And what’s a “hybrid approach,” anyway?
During this live session, Unity advocate Mike Geig provides an overview of key DOTS concepts before implementing them in a GameObject-based project. See the tech in action, and learn how and when to use different DOTS components so you can leverage them in a way that makes sense for your project.
This session is intended for experienced programmers with little or no preexisting DOTS knowledge, so it’s a good opportunity to get familiar with the tech. We’ll cover how to:
- Analyze project performance and bottlenecks with the Profiler
- Identify the anatomy of an Entity, Job, and System
- Convert GameObjects and Behaviors into Entities and Systems
- Determine when it’s better to use single- versus multi-threaded work

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