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轻松实现高性能

抢先体验Unity的新型高性能多线程系统,充分利用最新的多核处理器,而无需为编程担忧。

Rebuilding the core foundation

Unity正在推进一种新的高性能多线程系统,重构Unity最核心的部分 。 有了这个系统,您可以将最新的多核处理器全面整合到您正在开发的游戏中,而无需担心编程问题。 下面见识一下这些带给我们高性能的元素:

  • The new C# Job System — which gives you a safe and easy sandbox where you can write parallel code
  • The Entity Component System (ECS) — A new model for writing high-performance code by default
  • The Burst Compiler — which produces highly-optimized native code

新的多线程系统可用于各种硬件的游戏开发。 我们可以毫不费力地充分利用多核处理器的高性能,所以我们也希望引入更多的单位和更复杂的模拟来构建更加丰富的游戏世界。

  • The C# Job System
  • Entity Component System (ECS)
  • Burst Compiler

The C# Job System

The new C# Job System takes advantage of multiple cores in a safe and easy way. Easy, as it’s designed to open this approach up to C# scripts and to allow users to write fast jobified code, and safe because it provides protection from some of the pitfalls of multi-threading such as race conditions.

Take advantage of multiple cores

The C# Job System exposes the Native C++ Job System allowing C# scripts to be jobified alongside Unity internal components.

A safe environment

Provides protection from some of the pitfalls of multi-threading such as race conditions.

Entity Component System (ECS)

A better approach to game design

ECS is a way of writing code that focuses on the actual problems you are solving: the data and behavior that make up your game.

In addition to being a better way of approaching game programming for design reasons, using ECS puts you in an ideal position to leverage Unity's C# Job System and Burst Compiler, letting you take full advantage of today's multicore processors.

With ECS, we are moving from the object-oriented to a data-oriented design, which means it’s easier to reuse code and easier for others to grasp and contribute to it.

Burst Compiler

Optimized code

A new LLVM-based math-aware backend Compiler Technology takes C# jobs and produces highly-optimized code.

The best of every platform

Optimized for the particular capabilities of the platform you’re compiling for.

Less hand-coding

Get many of the advantages of hand-tuned assembler code, across multiple platforms, without all the hard work.

Watch our official Unite and GDC talks

Unite Austin Technical Presentation

As part of the preview release of the Entity Component System, we have worked with our friends from Nordeus to make a version of the technical presentation, we showed at Unite Austin, available.

A cut down version of the presentation is available on Github. Our focus has been to provide you with an updated version that utilizes the latest Entity Component System and to make available a functioning shader for texture driven vertex animation. This version is not graphically equivalent to the presentation that took place at Unite Austin.

You can find a walkthrough of the development of the Nordeus Demo

Where to go next

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