Here is a quick reference of the features and concepts that have been introduced in this documentation by ECS, the C# Job System, and Burst. There is also a list of general computing terms that are useful to know when learning the Unity Data-Oriented Tech Stack.
Note: This is not an exhaustive list and can be added to over time as the Unity Data-Oriented Tech Stack, and its related documentation, expands. Some documentation is located in the Unity Manual or Script Reference, as some Unity Data-Oriented features are part of the Unity Engine and some features are available in related packages. Some definitions below are not completed or are a "work in progress" marked with WIP.
- Archetype
- Allocator: Reference|Manual - see "NativeContainer Allocator".
- AtomicSafetyHandle: Reference|Manual - see "NativeContainer and the safety system".
- Barrier
- Batch: Manual - see "Scheduling ParallelFor jobs".
- Burst compiler
- Burst inspector
- C# Job System: Manual
- Chunk iteration
- Component
- ComponentData
- ComponentDataArray
- ComponentDataFromEntity
- ComponentDataWrapper
- ComponentGroup
- ComponentSystem
- ComponentType
- Custom JobTypes
- Custom NativeContainers
- DisposeSentinel: Reference|Manual - see "NativeContainer and the safety system".
- Dynamic Buffers
- ECS
- Entity
- EntityArchetype
- EntityCommandBuffer
- EntityData (?)
- EntityDataManager (?)
- EntityDebugger
- EntityManager
- ExclusiveEntityTransaction
- GameObjectEntity
- IComponentData
- IJob: Reference|Manual
- IJobParallelFor: Reference|Manual
- IJobParallelForBatch - see introduction.
- IJobParallelForTransform: Reference|Manual
- IJobProcessComponentData
- Injection
- innerloopBatchCount WIP
- ISharedComponentData
- Job: Manual - see "What is a job?".
- JobComponentSystem
- Job debugger
- JobHandle: Reference|Manual
- Job queue: Manual - see "What is a job system?"
- MeshInstanceRenderer
- NativeArray: Reference|Manual - see "What types of NativeContainer are available?".
- NativeContainer: Reference|Manual
- NativeHashMap WIP
- NativeList WIP
- NativeQueue WIP
- NativeSlice: Reference|Manual - see "What types of NativeContainer are available?".
- Safety system (in the C# Job System)
- SharedComponent
- SharedComponentData
- SubtractiveComponent
- SystemStateComponentData
- SystemStateSharedComponentData
- System update order
- TransformSystem
- World
- AOT compilation
- Atomic operation
- Blittable types
- Cache lines
- Context switching - see the end of the page.
- Dependency
- JIT compilation
- Job system
- Logical CPU
- Main thread
- Managed code
- Memory layout (linear memory layout vs. continuous memory?)
- Memory leak
- Multicore
- Multithreading
- Native code
- Native memory
- Parallel computing
- Performant
- Race condition
- SIMD
- Unmanaged code
- Worker threads
Check the Unity Data-Oriented manual for more examples on usage, or the Unity Data-Oriented cheat sheet for quick links to the code.