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Dan Miller
danielmi@unity3d.com
@DanMillerDev
Intro to C# Job system and
Entity Component System
Overview
● Terminology and System overview
● Implementing Jobs and Entities
● Building a demo
C# Job System
Multi-thread your code in a safe, accessible and efficient way
● API for scheduling jobs that run on multiple threads as well as linking
dependencies
● Provides protection from pitfalls of multi-threaded code by giving easy to
understand errors messages for things like dependencies and race
conditions
Entity Component System
A new way for writing high-performance code by default
● Data-Oriented approach to development that allows you to separate data
from the processes that manipulate that data.
Entity a lookup index (database key) into the parallel streams
Components parallel streams of data, grouped by archetype
System code that manipulates data
What is Classic
The current Object oriented design pattern, GameObjects and Monobehaviors
● Data and processes are coupled together
● Largely dependant on reference types
Memory Layout - Classic
● Data is scattered…
● Loading from memory to cache is very slow...
Extra information and data
● Unity components contain extra data when referenced
● Instantiating is a problem
● Moving data from Memory to cache is very slow
How data is processed in Classic
One at a time, on the main thread
How ECS and the C# Job System
are different than classic
ECS
Bullet
Render
Spawning
Player
Render
Health
Enemy
Render
Position Position
Health
Position
Spawning
Entity
Data
Some complex
parallelized
behavior
Render Job
Render System
Filter
:
Render
Some complex
parallelized
behavior
Health Job
Filter
:
Some complex
parallelized
behavior
Spawning Job
Filter
:
Health System Spawning System
Position
Health Render
Spawning
ECS & C# Job System
● Data is tightly packed in memory
● Data is being processed in parallel
● Only worry about the specific data you want to operate on.
How to get Started Today
Available in 2018.1
● Change scripting runtime version to use .NET 4.x Equivalent (instead of .NET 3.5)
● Change package manifest to include ECS packages
Demo
Burst Compiler
A new LLVM-based math-aware backend Compiler Technology takes C# jobs and
produces highly-optimized code.
Additional Resources
https://unity3d.com/unity/features/job-system-ECS
Thanks!
Dan Miller
danielmi@unity3d.com
@DanMillerDev

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【Unite 2018 Tokyo】C# Job SystemとECS(Entity Component System)解説