
Preview a full game built with Unity DOTS fundamentals and ECS, delivered as a clear game preview.
Open the Unity package manager in 2020.1, enable preview packages, and add the entities package. Install dependencies to version 0.14.0-preview.18, noting you must be on 2020.1 for the latest entities.
Explore how to make a full game with Unity ECS and DOTS physics by learning entities, components, and systems, and setting up preview packages and hybrid rendering.
Learn to build a Unity DOTS-based game by creating a Movable IComponentData, authoring components, and a MovableSystem that moves entities via Entities.ForEach, translation, rotation, delta time, and conversion to entity.
Create a player tag and a dedicated PlayerSystem to read input with the old Unity input system, moving a movable component via Entities.ForEach using ref, in, and WithAll.
Learn to integrate Unity physics with ECS, create colliders and rigid bodies, apply PhysicsVelocity, and build a maze level with enemy AI using ConvertToEntity and physics shapes.
Create an enemy AI in Unity DOTS using ECS that raycasts in four directions after each unit, tracks previous cell, and randomly selects a valid move.
Master dynamic buffers and collision and trigger events in Unity DOTS to track entity collisions, apply damage logic, and manage timers within a collision system using ECS patterns.
Learn to implement a damage system in Unity DOTS ECS by adding health, damage, and kill components and processing collisions with a collision buffer.
Create and manage collectibles in Unity ECS by building collectible and power pill components, a collection system, and using entity command buffers to handle pickups, health, and power-up effects.
Use an entity query to monitor pellets in Unity DOTS, leveraging GetEntityQuery with a read-only Pellet component to count on-screen pellets and log the result.
Create an enemy spawner in Unity DOTS by building a spawner component, registering prefabs with an authoring system, and spawning instances at spawn points using ECS.
Update the hybrid renderer to 0.5.0 and update com.unity.entities and unity.collections to restore camera rendering. Add the camera as a hybrid component via camera authoring script so ecs keeps it.
Learn to implement a camera system and an audio system in Unity DOTS by bridging ecs with mono behaviours, including an audio manager for sfx and music.
Build a generic follow system for the camera with a Follow component, target entity, offset, and movement and rotation speed, then select the closest CameraPoint and lerp toward it.
Learn level loading and unloading with additive scenes, drive game state via DOTS queries, set up camera points and player spawners, and implement win/lose logic and health-related audio.
Implement win and lose conditions in Unity DOTS by updating the pellet count, toggling win UI, and stopping enemies via velocity removal. Demonstrate level progression and safe game resets.
Finish the project by swapping the player to a DOTSman animated model, wire the animations with a MonoBehaviour, and sync speed with the physics velocity for an ECS-based, scalable game.
Learn to use subscenes in Unity DOTS by assigning Subscene components to level assets, load them as entities via the scene system, and manage re-imports and caches.
Unity DOTS Fundamentals teaches you how to use the technologies powering the future of Unity development, the Unity Data Oriented Tech Stack.
In this course we make a full game using the the Entity Component System (ECS) and Unity DOTS Physics, we'll go over every line of code and learn how to use these future technologies TODAY!
Geared towards intermediate Unity developers will little to no experience with Unity ECS
SIX Hours of content
Learn how to make the most of modern day multi core processors on desktop and mobile
Get ahead of the pack and learn ECS before everyone else
Because of the preview nature of some of these packages. you can expect bonus videos going over changes when we hurdle towards ECS 1.0.