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Absolute Course! Unity 6 - ECS/DOTS Programming Masterclass

This is a course that completely masters Unity's next-generation architecture ECS/DOTS from basics to practical application. ECS is data-oriented programming that is completely different from the existing GameObject approach, and many developers are struggling due to its high entry barrier. This course addresses these difficulties by learning step by step from ECS core concepts (Entity, Component, System) to Burst compiler, Job system, and Unity Physics integration.

(5.0) 2 reviews

53 learners

  • indiegamemaker
unity-dots
unity-ecs
unity
실습 중심
multithread
Unity
Unity6

Reviews from Early Learners

What you will gain after the course

  • Programming with the Latest ECS 1.4 API

  • Pure ECS Environment DOTS Programming Techniques

  • Utilizing Unity Physics with Burst Compilation and JobSystem

  • Hybrid ECS Utilization Techniques for UI, Scene, and Sound Integration

High-Performance 2D Survival Game Development with Unity ECS

"While GameObject could only handle 1,000 units, ECS runs smoothly even with 100,000 units."


Unity ECS/DOTS is Unity's next-generation development approach based on multithreading and memory optimization. However, the reality is that it's difficult to learn on your own due to concepts that are completely different from traditional Unity.

This course is prepared for those who are new to ECS. Starting from the basic concepts of Entity-Component-System, you'll master patterns that can be immediately used in actual games.

Why should you learn ECS now?

  • Unity Technologies is pushing ECS as the next-generation standard architecture. It has been stabilized since Unity 6, and it's a technology that will be required in more projects going forward.


  • ECS is a core technology that enables players to experience more objects, smoother frames, and more complex simulations from mobile to console.

  • There are still not many developers who can properly handle ECS. If you acquire ECS development capabilities, it becomes a major competitive advantage in the job market.

  • ECS is not a concept unique to Unity. Similar patterns are spreading in other engines and frameworks, such as Unreal's Mass Entity System and Bevy Engine.

Key Learning Content:

  • IComponentData, ISystem, Authoring Pattern


  • Parallel Processing Using Burst Compilation and IJobEntity

  • SRP Batcher Configuration and GPU Instance Utilization

  • Unity Physics and ITriggerEventsJob for Collision Handling

  • Hybrid pattern using MonoBehaviour and ECS together

  • Dynamic Entity Management Techniques Using EntityCommandBuffer

The hands-on project is a vampire survival style game, designed to handle tens of thousands of enemies and projectiles simultaneously so you can experience ECS performance firsthand. After completing the course, you'll be able to apply ECS directly to your own projects.

ECS Basic Concepts

  • Rather than extensive theoretical lessons, you'll learn essential ECS concepts in a concise manner and then immediately write practical code to master the structure of ECS programming.


ECS Basic Usage

  • We start with basic logic implementation through Component, System, and Authoring.

  • The collision handling and optimization process using Unity Physics is underway.

2D Sprite Animation Shader Provided

  • Pure ECS does not yet support sprite animation. The most reliable approach for this is using shader techniques, which is the best solution.

  • Provides a complete shader graph optimized for ECS that utilizes Sprite Offset, and learn techniques for implementing 2D animation in an ECS environment. (The lecture does not cover shader graph creation.)

How to Use the ECS-Dedicated Monitoring View

  • We proceed by actively utilizing essential monitoring views during ECS development to check accurate data.

  • Entity Hierarchy View

  • Components View

  • Systems View

  • Archtypes View


Monitoring for Optimization

  • Verify the activation of Job Worker Threads using IJobEntity in the profiler.

Hybrid Batch Group activation status verification

  • Proceed while monitoring the Frame Debugger to ensure there are no parts where batching is broken.

  • ECS automatically handles GPU Instancing, while we examine the process of checking whether Hybrid Batch Group is enabled.

Scene Transition and System Initialization

Scene transitions in ECS also require a complex procedure. While in MonoBehaviour, scene objects are automatically cleaned up during the scene loading process when scenes are unloaded, ECS requires manual handling.


  • Implement logic to transition to main menu scene

  • Implement restart logic

After taking the course

  • ECS capabilities ready for immediate deployment in practice

    • Fully functional game project portfolio

    • Mastering ECS Design Patterns and Best Practices

    • Performance issue analysis and resolution skills (Frame Debugger, Profiler analysis)


  • Acquiring a Differentiated Technology Stack

    • Unity ECS/DOTS Expertise - Still a Scarce Developer Pool

    • Burst and Job System Optimization Experience

    • Data-Oriented Programming Mindset


  • Scalable Game Architecture

    • A structure that easily handles thousands to tens of thousands of entities

    • Applicable to various genres including multiplayer and large-scale simulations (Netcode for Entities)

This is a course prepared through approximately 30 sample projects to develop an optimal curriculum that can gradually increase the learning difficulty. Therefore, I believe you will have no difficulty learning the ECS development environment.

Pre-enrollment Reference Information

Practice Environment

  • Operating System: Windows, macOS

  • Unity 6 (6000.2.10f1 or higher)

  • IDE: Visual Studio 2022 or Rider recommended

Recommended for
these people

Who is this course right for?

  • Unity developers who have the basics down but need performance optimization

  • Those who want to create games that handle large-scale objects

  • Those who want to learn Unity's latest technology stack

  • Those who want to build competitiveness for employment/career change

Need to know before starting?

  • C# Basic Syntax (Classes, Structures, Interfaces)

  • Unity Basic Usage (GameObject, Component, Scene)

Hello
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407

Learners

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Reviews

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Answers

4.9

Rating

5

Courses

안녕하세요, 이재현입니다.

1인 게임 개발자를 꿈꾸며 유니티를 독학으로 시작했고, 2009년부터 2012년 까지 1인 개발로 모바일 게임 10여종을 출시했습니다. 개발 도중 우연한 기회에 유니티 서적 집필과 오프라인 강의를 진행했습니다. 강의를 진행하면서, 잘 아는 것과 잘 가르치는 것은 다르다는 사실을 매번 깨닫고 있습니다. 이러한 경험을 바탕으로, 제가 가진 지식을 여러분들께 더 효과적으로 전달하기 위해 늘 노력하고 있습니다.

이번 강의가 여러분께 좋은 출발점이 되어, 즐거운 게임 개발자의 세계로 나아가는 데 작은 보탬이 되기를 기원합니다. ~

Curriculum

All

27 lectures ∙ (6hr 6min)

Course Materials:

Lecture resources
Published: 
Last updated: 

Reviews

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2 reviews

5.0

2 reviews

  • 김성관님의 프로필 이미지
    김성관

    Reviews 16

    Average Rating 3.4

    5

    100% enrolled

    기존의 어떤 강의보다도 어렵습니다. 새로운 개념이 엄청 많이 나옵니다. 반복을 해봐야할 것 같습니다. 새로운 개념을 알아서 좋았습니다.

    • 이재현
      Instructor

      정말 빠르게 완강하셨습니다.~ 기존의 개발 방식과는 전혀 다른 방식이라서 많이 어려우셨을 것 같습니다. 조그만 로직부터 ECS로 전환해 보시는 실습을 해보시면 분명 도움이 되실것으로 생각합니다.

  • 더블제이님의 프로필 이미지
    더블제이

    Reviews 1

    Average Rating 5.0

    5

    63% enrolled

    $77.00

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