{"id":13662293,"url":"https://github.com/Dreaming381/Latios-Framework","last_synced_at":"2025-04-25T07:31:18.803Z","repository":{"id":39262728,"uuid":"229414640","full_name":"Dreaming381/Latios-Framework","owner":"Dreaming381","description":"A Unity DOTS framework for my personal projects","archived":false,"fork":false,"pushed_at":"2025-04-20T22:08:31.000Z","size":21163,"stargazers_count":1053,"open_issues_count":0,"forks_count":94,"subscribers_count":27,"default_branch":"master","last_synced_at":"2025-04-20T23:20:13.506Z","etag":null,"topics":["animation","audio","dots","ecs","framework","performance","physics","unity","unity-dots","unity-ecs"],"latest_commit_sha":null,"homepage":"","language":"C#","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"other","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/Dreaming381.png","metadata":{"files":{"readme":"README.md","changelog":"CHANGELOG.md","contributing":null,"funding":null,"license":"LICENSE.md","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null,"zenodo":null}},"created_at":"2019-12-21T10:58:38.000Z","updated_at":"2025-04-20T22:02:40.000Z","dependencies_parsed_at":"2023-09-24T04:27:53.915Z","dependency_job_id":"7772b043-855e-46b4-a04f-147928078f47","html_url":"https://github.com/Dreaming381/Latios-Framework","commit_stats":null,"previous_names":[],"tags_count":71,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Dreaming381%2FLatios-Framework","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Dreaming381%2FLatios-Framework/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Dreaming381%2FLatios-Framework/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Dreaming381%2FLatios-Framework/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/Dreaming381","download_url":"https://codeload.github.com/Dreaming381/Latios-Framework/tar.gz/refs/heads/master","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":250774727,"owners_count":21485211,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["animation","audio","dots","ecs","framework","performance","physics","unity","unity-dots","unity-ecs"],"created_at":"2024-08-02T05:01:54.643Z","updated_at":"2025-04-25T07:31:18.796Z","avatar_url":"https://github.com/Dreaming381.png","language":"C#","funding_links":[],"categories":["GamePlay","C\\#","Open Source Repositories","C#"],"sub_categories":["HUD","DOTS"],"readme":"![](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/554a583e217bfe5bf38ece0ed65b22c33711afc6/media/bf2cb606139bb3ca01fe1c4c9f92cdf7.png)\n\n# Latios Framework for Unity ECS – [0.12.6]\n\nThe Latios Framework is a powerful suite of high-performance low-level APIs and\nfeature-sets for Unity’s ECS which aims to give you back control over your\ngameplay. If you like the general paradigms, syntax, and workflows of Unity’s\nECS, but find Unity’s offerings to be incomplete or frustratingly full of quirky\nunintuitive details, then this framework may be exactly what you need to achieve\nyour vision.\n\nThe Latios Framework does not replace Unity’s ECS, but rather complements it\nwith additional APIs and tools. In some cases, the Latios Framework may override\nUnity ECS’s underlying mechanisms to provide more features or improve\nperformance. Desktop platforms are supported out-of-the-box. Other platforms may\nrequire additional effort (i.e. compiling native plugins) to achieve\nfunctionality and performance benefits.\n\nOriginally, this framework was for my own personal hobbyist game development,\nand in a sense, still is. However, after several years of development, it has\nproven a valuable resource to the Unity ECS community. It is provided here free\nto use for personal or commercial usage and modification. All modules are\nlicensed under the [Unity Companion\nLicense](https://unity3d.com/legal/licenses/Unity_Companion_License). The\nmodules may contain code borrowed from official Unity packages and therefore may\nbe seen as derivative works. Despite this, the Latios Framework contains many\nadaptations of top-class solutions in the industry (see [Third Party\nNotices](THIRD%20PARTY%20NOTICES.md)) as well as original inventions geared\ntowards Unity’s ECS.\n\nThis version targets Entities 1.3.14 with ENTITY_STORE_V1 and a minimum editor\nversion of 6000.0.23f1.\n\n*[0.11.x] users, please read the* [*Upgrade\nGuide*](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Upgrade%20Guide.md)*!*\n\n## Modules\n\nThe Latios Framework contains multiple **modules**, each of which contain public\nAPI for your own use. For even more functionality built on top of these modules,\ncheck out the [Add-Ons\npackage](https://github.com/Dreaming381/Latios-Framework-Add-Ons)!\n\nModules are disabled by default and are installed via a custom bootstrap.\nBootstrap templates are provided in the Assets Create menu.\n\n### Core\n\n[Core](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Core/README.md)\nis an essentials kit for handling common programming concerns in Unity’s ECS. It\ncontains many features you might have heard of such as Rng, Blackboard Entities,\nCollection Components, Instantiate Command Buffers, Smart Blobbers, Explicit\nSystem Ordering, and Baking Bootstraps. But there are many more features around.\nIf there is a common “hard” problem in ECS, there’s a good chance Core has a\ntool to address it.\n\n**Common Reasons to Use:**\n\n-   You use one of the other modules\n-   You want one of the features\n\n**Common Reasons to Avoid:**\n\n-   You have your own solutions for everything listed here\n\n### QVVS Transforms\n\n[QVVS\nTransforms](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Transforms/README.md)\nprovide custom transforms systems based on the concept of QVVS transforms, which\nare vector-based transforms that can represent non-uniform scale without ever\ncreating shear. This module comes with a fully functional custom transform\nsystem with automatic baking and systems, offering more features, performance,\nand determinism than what is shipped with Unity.\n\nIf you wish to use Unity Transforms instead, you can enable a compatibility mode\nfor all other modules using the scripting define LATIOS_TRANSFORMS_UNITY. Some\nfeatures in the other modules will be disabled when you do this.\n\n**Common Reasons to Use QVVS Transforms:**\n\n-   You want a good transform hierarchy solution\n\n**Common Reasons to Use Unity Transforms:**\n\n-   You use Unity Physics, Unity Character Controller, or Unity NetCode.\n\n### Psyshock\n\n[Psyshock\nPhysics](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Psyshock%20Physics/README.md)\nis a physics and spatial query module focused on user control. While most\nphysics engines provide out-of-the-box simulation, Psyshock instead provides\ndirect access to the underlying algorithms so that you can craft the perfect\nphysics simulation for your game and not waste any computation on things you\ndon’t need. Psyshock’s Collision Layers can be built directly from Entity\nQueries, removing all the archetype guesswork out of collisions and triggers.\n\n**Common Reasons to Use Psyshock:**\n\n-   You use QVVS Transforms\n-   You only need collision detection\n-   You want more control over physics\n-   Unity Physics events system is too expensive\n\n**Common Reasons to Use Unity Physics:**\n\n-   You want an out-of-the-box full simulator with zero code\n\n### Myri\n\n[Myri\nAudio](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Myri%20Audio/README.md)\nis an out-of-the-box pure ECS audio solution. It features 3D spatialization of\nboth looping and non-looping audio sources, multiple listeners, directional and\nnon-directional sources, and a voice combining feature to support massive\namounts of sources at once. Playing audio is as simple as instantiating prefabs.\n\n**Common Reasons to Use:**\n\n-   You want something simple and easy\n\n**Common Reasons to Ignore:**\n\n-   You can afford and prefer to use FMOD\n\n### Kinemation\n\n[Kinemation](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Kinemation%20Animation%20and%20Rendering/README.md)\nAnimation and Rendering provides authored animation, simulated animation, and\neverything in between. It includes an overhauled Entities Graphics for\nsignificantly improved performance of both skinned and non-skinned entities\nincluding true frustum culling and LOD crossfade support. It also provides a\ncomprehensive API for injecting custom effects into ECS rendering.\n\nOn the animation side, Kinemation supports bone entity and optimized bone buffer\nconfigurations. It includes utilities for masking, inertial blending, and root\nmotion. For animation clips, it leverages ACL, a powerful high quality animation\ncompression solution used in AAA titles such as Rise of the Tomb Raider,\nFortnite, and Valorant.\n\n**Common Reasons to Use:**\n\n-   You use QVVS Transforms\n-   You want better rendering performance and features related to LODs, light\n    probes, and deforming meshes\n-   You want to customize and extend ECS rendering with access to the culling\n    and dispatch logic\n-   You want an easier API for creating meshes at runtime\n-   You prefer code-driven animation workflows and inertial blending\n-   You wish to build your own animation visual tool tailored to your project\n\n**Common Reasons to Avoid:**\n\n-   You absolutely require a robust out-of-the-box code-free skeletal animation\n    solution for only a small number of entities right now and are willing to\n    pay money for it\n\n### Calligraphics\n\n[Calligraphics](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Calligraphics/README.md)\nis a world-space text rendering module. It uses TextCore fonts and formats text\nto be rendered via the Kinemation rendering pipeline, complete with custom ECS\nmaterial property support. The text can be animated with the built-in tweening\nengine, or you can make your own animations with the glyph mapping API. Rich\ntext tags are supported, with much of the implementation being ported from\nTextMeshPro and made Burst-compatible. Use Calligraphics for world-space labels,\ndialog, player names, and damage numbers.\n\n**Common Reasons to Use:**\n\n-   You use QVVS Transforms\n-   You want animated text\n-   You are using any other module\n\n**Common Reasons to Avoid:**\n\n-   TextMeshDOTS works and fully covers your needs\n\n### LifeFX\n\n[LifeFX](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/LifeFX/README.md)\nprovides VFX solutions at ECS scales using an intelligent graphics buffer\nmanagement pipeline. It comes with an out-of-the-box solution for sending ECS\nevent payloads to VFX Graph via graphics buffers. This way, a single VFX Graph\ninstance can support thousands of entities.\n\n**Common Reasons to Use:**\n\n-   You use VFX Graph at scale\n-   You want a better way to get ECS graphics data into traditional\n    MonoBehaviours\n\n**Common Reasons to Avoid:**\n\n-   You don’t need VFX Graph or custom graphics\n\n### Unika\n\n[Unika](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Unika/README.md)\nis a C\\# scripting solution for ECS with full jobs and Burst support. Scripts\nare packed in dynamic buffers and can be invoked abstractly through interfaces\nusing source generators. Scripts are fully referenceable from entities and other\nscripts, providing plenty of flexibility.\n\n**Common Reasons to Use:**\n\n-   You have too many small jobs\n-   You want something that can leverage your OOP experience as a fallback to\n    reduce development costs\n-   You have technical artists who want to write MonoBehaviour-like code\n-   You want a better API for modders\n\n**Common Reasons to Avoid:**\n\n-   You exclusively use idiomatic foreach\n\n### Future Modules\n\n-   Mach-Axle AI – A utility AI evaluator designed for high throughput\n-   Unnamed Networking – Something fast and flexible at scale\n\n## Why Use the Latios Framework?\n\nTypically, “frameworks” fall into one of two categories. Either, they are\nsomeone’s collection of convenience classes and extension methods, or they\ndefine a specific architecture and workflow for describing gameplay code.\n\nWhile the Latios Framework has some of those things, its primary concerns are at\nthe engine level. Many of its tools and solutions are inspired by GDC\npresentations, technical blogs, and research papers. A key focus of the\nframework is to make these advanced technologies usable within a DOTS-based\nproduction environment. But another common theme is fixing or providing\nalternatives for fundamental design issues in the official ECS packages. For\ntechnical reasons, it is a “framework”, but the individual APIs act more like a\ntoolkit and stay out of the way. A developer using it should always feel in\ncontrol. If not, there’s likely an issue worth bringing to attention.\n\nThe Latios Framework fixes multiple fundamental performance and behavior issues\nwithin Unity’s ECS packages. The results of such efforts are best demonstrated\nin [this video](https://youtu.be/AgcRePkWoFc). For a complete breakdown of these\nchanges with each configuration and bootstrap, [check out this\nguide](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/What%20Parts%20of%20ECS%20Does%20the%20Latios%20Framework%20Change.md).\n\n0.12 marks the end of Phase III, which focused on modernizing the framework for\nEntities 1.X and facilitating gameplay design. Phase IV will focus on\nhigher-level workflows and advancing existing technologies.\n\nLong term, the Latios Framework’s mission is to dramatically reduce the\ndevelopment effort required to make highly artistic 3D games and short films.\n\n## Getting Started\n\nThere are three methods to install the framework package (contains all publicly\nreleased modules).\n\n-   Clone or submodule this repository into your project’s Packages folder\n    (recommended for contributors or those wanting faster bugfixes and updates)\n-   Add package via Package Manager -\\\u003e Add package from git URL\n-   Add via [OpenUPM](https://openupm.com/packages/com.latios.latiosframework/)\n\nAfter installing the framework package, follow the instructions in the first\nsection\n[here](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Core/Getting%20Started.md).\nYou may also want to look through the [compatibility\nguide](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Installation%20and%20Compatibility%20Guide.md).\n\nGetting Started pages and documentation are provided with each module.\n\n## Learning Resources\n\n-   Social\n    -   [Discord](https://discord.gg/DHraGRkA4n)\n    -   [Forum Thread](https://forum.unity.com/threads/797685/)\n-   [Documentation (Click on any .md\n    file)](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Upgrade%20Guide.md)\n-   [Mini Demos](https://github.com/Dreaming381/LatiosFrameworkMiniDemos)\n\n## Proud Users of Latios Framework\n\n### Forks and Extensions\n\n-   [TextMeshDots](https://github.com/Fribur/TextMeshDOTS) – A standalone fork\n    of Calligraphics\n\n### Open Projects\n\n-   [Latios Space Shooter Sample](https://github.com/Dreaming381/lsss-wip)\n-   [Free Parking](https://github.com/Dreaming381/Free-Parking)\n\n## Support\n\n*TL;DR – I try to take issues and feedback as seriously as if this were a\ncommercial project (or for the cynical, to shame commercial projects). Do not\nhesitate to reach out to me!*\n\n### Issues (Bugs or Performance)\n\nThis is a hobby project and not my full-time job, so I cut corners and don’t\nspend a lot of time testing things. Sometimes I write code while an idea is in\nmy head and just leave it there. Bugs will sneak in.\n\nHowever, **bugs are infuriating!**\n\nIf you see a confusing error, send me a description of what you were doing and a\nstack trace with line numbers and the version you are using. You can use the\nGitHub issues, GitHub discussions, Discord, the DOTS forums, Unity PMs, or\nemails. Usually, I will find a bug fix locally, and provide instructions on how\nto apply the fix yourself. Then I will roll out the bug fix in my next release.\n\nFor strange behavior that doesn’t trigger errors, a repro is the only way to\nguarantee the issue gets diagnosed, but a good description can go a long ways\ntoo.\n\nFor performance issues, if you can’t send me a repro, send me a profile capture.\nIt doesn’t matter if the issue makes your game unplayable or if you just want\none task to be a couple hundred microseconds faster. I’m interested!\n\n### Feature Requests\n\nPlease send feature requests, even if it is already listed on one of the\nnear-term roadmaps. It helps me prioritize. Requests for small utility functions\nor other simple concerns can usually be squeezed in patch releases. I always\nreserve full discretion. Try to propose your use case, and focus less on a\nproposed solution.\n\n### Learning Resource Requests\n\nIf you see gaps in the documentation, or are struggling to understand features,\nlet me know. If you would like more demos and samples, also let me know what you\nwould like an example of. I won’t build your game idea for you, but simple\nthings I can try and squeeze in.\n\n### Derivatives, Collaboration, and Contribution\n\nI develop this framework separately from this repository scattered across\nvarious projects. I will provide the current snapshot from any of those projects\nupon request. I promise the code may be terrible. This may be useful to you if\nyou desire to contribute in an area I am actively developing. See\n[Contributing](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Contributing.md)\nfor more information.\n\nIf you are developing your own packages on top of this framework, commercial or\nopen source, feel free to reach out to me for suggestions, guidance, or to\nestablish your stake in the areas that concern you. It is important to me that\nsuch dependent technologies are successful. For open source projects, I may even\nsend a pull request.\n\n### Feature Releases and Compatibility\n\nI do not promise backwards compatibility between feature releases (0.X). I will\nhave upgrade guides detailing all the breakages and what to change. But it will\nbe a manual process.\n\nPatch releases (0.12.X) will always preserve backwards compatibility back to the\nlast feature release.\n\nWhile I will provide tips and suggestions if you use older releases, I will not\npublish patch releases for older versions.\n\n## Special Thanks To These Awesome Contributors\n\nIf you would like to be added to this list, see\n[Contributing](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Contributing.md)\nfor how to get started.\n\n-   Sovogal – Significant contributions to the Calligraphics module (including\n    the name)\n-   canmom – Android support, Kinemation baking fixes, and build fixes\n-   Fribur – Calligraphics rich text overhaul and shader improvements\n-   Dechichi01 – Various fixes and improvements for Core, Psyshock, and\n    Kinemation\n-   Anthiese – Mac OS support\n-   germanoeich – F and Shift + F support for runtime entities\n-   Lewis – Improvements to `EntityWith\u003c\u003e` and `EntityWithBuffer\u003c\u003e`\n-   Everyone else who reported bugs and made the Latios Framework more stable\n    for everyone\n\n## A Word of Caution\n\nIf you choose to modify any of the contents here licensed under the Unity\nCompanion License, my understanding is that any modifications, including new\ninventions inserted, will belong to Unity as per the terms described by the\nlicense.\n\nThis license is subject to change to one that allows pieces of the Latios\nFramework not developed by Unity to be used in other ecosystems. If this is\nsomething you desire, feel free to discuss in the Latios Framework Discord.\n\nIf anyone at Unity sees this, know that you have full permission to use anything\nin here without attribution unless the code falls under one of the third-party\nlicenses (which will be documented via comments directly next to the relevant\ncode).\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FDreaming381%2FLatios-Framework","html_url":"https://awesome.ecosyste.ms/projects/github.com%2FDreaming381%2FLatios-Framework","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FDreaming381%2FLatios-Framework/lists"}