Topic
DOTS & netcode
Entities, systems and Burst; choosing and using a network stack.
DOTS & ECS
Data-oriented Unity: Entities, systems, Burst and jobs. A different paradigm from MonoBehaviour code: use it when something scales with count (crowds, projectiles, simulation) and keep MonoBehaviours only at the presentation seam. DOTS NetCode lives in the Netcode section.
- ECS core mechanicsSystem shape, component granularity, structural changes, lookups, jobs and baking.
- Gameplay simulation patterns (DOTS)Crowd movement, sensing, target selection, spawn placement and match flow on ECS.
- Latios, Kinemation & skinned animationSkeletons, deform shaders and bone masks under Latios, and why units freeze in bind pose.
Netcode
Pick a networking stack, then the rules for Netcode for GameObjects, Mirror and DOTS NetCode (the DOTS pages pair with the DOTS & ECS section).
- Choosing a netcode stack & Netcode for GameObjectsPick the stack per project, verify connections, and NGO spawning and serialization rules.
- Mirror networkingLogic/presentation split and authority rules for Mirror.
- DOTS NetCode: ghosts & predictionGhosts, prediction, commands and RPCs in Netcode for Entities.
- DOTS NetCode at scaleRelevancy, importance, bandwidth budgets and queues that stop a spike.