~/talk

A revolution is coming! Writing performant and safe multi threaded code in Unity

Talkat Codemotion Rome 2018 · 2018-04-13..04-14· [game-development, concurrency]
links:none on file
slides:none on file

Unity unveils a C# Job System + Entity Component System + Burst compiler stack that makes multi‑threading and data‑oriented layout practical: spawning 100,000 entities with five 320‑byte components takes 9 ms allocation versus ~7 seconds for GameObjects and an 8 ms memcpy baseline; jobs run as structs with parallel-for interfaces, ECS stores components contiguously, Burst gives 5–20× math speedups, and demos hit thousands to tens of thousands of moving entities while keeping CPU work multithreaded.

AI-written summary · about

  1. 0:00Introduction
  2. 0:35Performance by default
  3. 1:51Spellbound demo
  4. 4:05How to get performance
  5. 5:40Data layout
  6. 8:02Instantiation
  7. 8:37Testing
  8. 11:27Job System
  9. 13:40Job System Demo
  10. 14:59FPS Counter
  11. 15:53Job
  12. 16:58Execute Function
  13. 17:46Job Function
  14. 19:16Entity Component System
  15. 24:38Entity Demo
  16. 28:47Entity Script
  17. 29:37Entity Component
  18. 32:16Burst Compiler
  19. 34:31Whats next
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