Unity Workflow LibraryUWLAbout

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.

  1. ECS core mechanicsSystem shape, component granularity, structural changes, lookups, jobs and baking.
  2. Gameplay simulation patterns (DOTS)Crowd movement, sensing, target selection, spawn placement and match flow on ECS.
  3. 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).

  1. Choosing a netcode stack & Netcode for GameObjectsPick the stack per project, verify connections, and NGO spawning and serialization rules.
  2. Mirror networkingLogic/presentation split and authority rules for Mirror.
  3. DOTS NetCode: ghosts & predictionGhosts, prediction, commands and RPCs in Netcode for Entities.
  4. DOTS NetCode at scaleRelevancy, importance, bandwidth budgets and queues that stop a spike.