Multithreading with Job System in Unity

Writing multithreaded code was never something easy, but this might change with the introduction of Job System in Unity.

If you didn’t know, the code that you write in Unity is executed on the main thread. This makes everything much easier to build, but it also has some drawbacks, mainly in the performance department.

I mentioned in the beginning, Unity is introducing Job System to help you write multithreaded code much easier. And the best part is that you don’t have to worry about race conditions! 🥰

However, you still have to know what are you doing. 😉

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Sprite rendering with ECS in Unity

Recently, I’ve encountered a problem with rendering sprites with ECS in Unity. And yes, I know, ECS is still in preview but why wouldn’t share some of my experience with it? 😜

ECS is a new way of programming in Unity, and I made a post with the introduction to it recently. You can check it here if you didn’t see it already. 😉

Back to today’s subject! You might ask, what is the problem with sprites in ECS?

Well… There is nothing like SpriteRenderer which we have now in Unity. This reminds me of the old days when we didn’t have any 2D components… Yeah, it was long ago… 😅

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My first thoughts on ECS in Unity

Did you read my last post on ECS in Unity? I did a little introduction to this new approach to programming available with Unity DOTS. It’s “little” different to what we are used to in Unity, but is it a bad thing? Let’s talk!

‼️ Oh, and keep in mind that ECS is still in preview (preview.33 – 0.0.12) at point of writing this post! But it will be fun to revisit it in the future 🤓 ‼️

If you missed whole ECS thing, let me update you! ECS stands for Entity Component System, and it’s part of what is currently known as DOTS, which is Data-Oriented Technology Stack.

There is more to DOTS, but I won’t go deep into it here. Let’s stick to ECS.

Currently, with MonoBehaviours, we are playing in an Object-Oriented environment. With ECS we are going somewhere completely different.

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