Behaviour Trees in DOTS2023

Behaviour Trees in DOTS2023

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About

As I started exploring Unity DOTS, I wanted to create a simple behavior tree to take advantage of the burst compiler’s performance. After plenty of trial and error, a (very simple) prototype finally came to life.

Challenges

DOTS and ECS operate on a different level than regular C#, making them a huge challenge to work with initally. Since DOTS doesn’t use classic C# references as classes (only structs), converting a behavior tree into simple types and making it work within the burst compiler was probably the toughest hurdle to overcome.

What I learned

Having experience of C++ I was familiar of most things, but deep diving into a super optimized environment for performance in a language not originally designed for it was a new experience. I learned a new way of thinking about allocations and data in general.

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