A revolution is coming! Writing performant and safe multi threaded code in Unity
summary
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.
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chapters (19)
- 0:00Introduction
- 0:35Performance by default
- 1:51Spellbound demo
- 4:05How to get performance
- 5:40Data layout
- 8:02Instantiation
- 8:37Testing
- 11:27Job System
- 13:40Job System Demo
- 14:59FPS Counter
- 15:53Job
- 16:58Execute Function
- 17:46Job Function
- 19:16Entity Component System
- 24:38Entity Demo
- 28:47Entity Script
- 29:37Entity Component
- 32:16Burst Compiler
- 34:31Whats next
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