https://github.com/Dreaming381/Latios-Framework
A Unity DOTS framework for my personal projects
https://github.com/Dreaming381/Latios-Framework
animation audio dots ecs framework performance physics unity unity-dots unity-ecs
Last synced: about 1 month ago
JSON representation
A Unity DOTS framework for my personal projects
- Host: GitHub
- URL: https://github.com/Dreaming381/Latios-Framework
- Owner: Dreaming381
- License: other
- Created: 2019-12-21T10:58:38.000Z (over 5 years ago)
- Default Branch: master
- Last Pushed: 2025-04-20T22:08:31.000Z (about 1 month ago)
- Last Synced: 2025-04-20T23:20:13.506Z (about 1 month ago)
- Topics: animation, audio, dots, ecs, framework, performance, physics, unity, unity-dots, unity-ecs
- Language: C#
- Homepage:
- Size: 20.2 MB
- Stars: 1,053
- Watchers: 27
- Forks: 94
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- Changelog: CHANGELOG.md
- License: LICENSE.md
Awesome Lists containing this project
- awesome-unity3d - Latios-Framework - A Unity DOTS framework (Open Source Repositories / DOTS)
- awesome-unity3d - Latios-Framework - A Unity DOTS framework (Open Source Repositories / DOTS)
- awesome-unity3d - Latios-Framework - A Unity DOTS framework (Open Source Repositories / DOTS)
README

# Latios Framework for Unity ECS – [0.12.6]
The Latios Framework is a powerful suite of high-performance low-level APIs and
feature-sets for Unity’s ECS which aims to give you back control over your
gameplay. If you like the general paradigms, syntax, and workflows of Unity’s
ECS, but find Unity’s offerings to be incomplete or frustratingly full of quirky
unintuitive details, then this framework may be exactly what you need to achieve
your vision.The Latios Framework does not replace Unity’s ECS, but rather complements it
with additional APIs and tools. In some cases, the Latios Framework may override
Unity ECS’s underlying mechanisms to provide more features or improve
performance. Desktop platforms are supported out-of-the-box. Other platforms may
require additional effort (i.e. compiling native plugins) to achieve
functionality and performance benefits.Originally, this framework was for my own personal hobbyist game development,
and in a sense, still is. However, after several years of development, it has
proven a valuable resource to the Unity ECS community. It is provided here free
to use for personal or commercial usage and modification. All modules are
licensed under the [Unity Companion
License](https://unity3d.com/legal/licenses/Unity_Companion_License). The
modules may contain code borrowed from official Unity packages and therefore may
be seen as derivative works. Despite this, the Latios Framework contains many
adaptations of top-class solutions in the industry (see [Third Party
Notices](THIRD%20PARTY%20NOTICES.md)) as well as original inventions geared
towards Unity’s ECS.This version targets Entities 1.3.14 with ENTITY_STORE_V1 and a minimum editor
version of 6000.0.23f1.*[0.11.x] users, please read the* [*Upgrade
Guide*](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Upgrade%20Guide.md)*!*## Modules
The Latios Framework contains multiple **modules**, each of which contain public
API for your own use. For even more functionality built on top of these modules,
check out the [Add-Ons
package](https://github.com/Dreaming381/Latios-Framework-Add-Ons)!Modules are disabled by default and are installed via a custom bootstrap.
Bootstrap templates are provided in the Assets Create menu.### Core
[Core](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Core/README.md)
is an essentials kit for handling common programming concerns in Unity’s ECS. It
contains many features you might have heard of such as Rng, Blackboard Entities,
Collection Components, Instantiate Command Buffers, Smart Blobbers, Explicit
System Ordering, and Baking Bootstraps. But there are many more features around.
If there is a common “hard” problem in ECS, there’s a good chance Core has a
tool to address it.**Common Reasons to Use:**
- You use one of the other modules
- You want one of the features**Common Reasons to Avoid:**
- You have your own solutions for everything listed here
### QVVS Transforms
[QVVS
Transforms](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Transforms/README.md)
provide custom transforms systems based on the concept of QVVS transforms, which
are vector-based transforms that can represent non-uniform scale without ever
creating shear. This module comes with a fully functional custom transform
system with automatic baking and systems, offering more features, performance,
and determinism than what is shipped with Unity.If you wish to use Unity Transforms instead, you can enable a compatibility mode
for all other modules using the scripting define LATIOS_TRANSFORMS_UNITY. Some
features in the other modules will be disabled when you do this.**Common Reasons to Use QVVS Transforms:**
- You want a good transform hierarchy solution
**Common Reasons to Use Unity Transforms:**
- You use Unity Physics, Unity Character Controller, or Unity NetCode.
### Psyshock
[Psyshock
Physics](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Psyshock%20Physics/README.md)
is a physics and spatial query module focused on user control. While most
physics engines provide out-of-the-box simulation, Psyshock instead provides
direct access to the underlying algorithms so that you can craft the perfect
physics simulation for your game and not waste any computation on things you
don’t need. Psyshock’s Collision Layers can be built directly from Entity
Queries, removing all the archetype guesswork out of collisions and triggers.**Common Reasons to Use Psyshock:**
- You use QVVS Transforms
- You only need collision detection
- You want more control over physics
- Unity Physics events system is too expensive**Common Reasons to Use Unity Physics:**
- You want an out-of-the-box full simulator with zero code
### Myri
[Myri
Audio](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Myri%20Audio/README.md)
is an out-of-the-box pure ECS audio solution. It features 3D spatialization of
both looping and non-looping audio sources, multiple listeners, directional and
non-directional sources, and a voice combining feature to support massive
amounts of sources at once. Playing audio is as simple as instantiating prefabs.**Common Reasons to Use:**
- You want something simple and easy
**Common Reasons to Ignore:**
- You can afford and prefer to use FMOD
### Kinemation
[Kinemation](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Kinemation%20Animation%20and%20Rendering/README.md)
Animation and Rendering provides authored animation, simulated animation, and
everything in between. It includes an overhauled Entities Graphics for
significantly improved performance of both skinned and non-skinned entities
including true frustum culling and LOD crossfade support. It also provides a
comprehensive API for injecting custom effects into ECS rendering.On the animation side, Kinemation supports bone entity and optimized bone buffer
configurations. It includes utilities for masking, inertial blending, and root
motion. For animation clips, it leverages ACL, a powerful high quality animation
compression solution used in AAA titles such as Rise of the Tomb Raider,
Fortnite, and Valorant.**Common Reasons to Use:**
- You use QVVS Transforms
- You want better rendering performance and features related to LODs, light
probes, and deforming meshes
- You want to customize and extend ECS rendering with access to the culling
and dispatch logic
- You want an easier API for creating meshes at runtime
- You prefer code-driven animation workflows and inertial blending
- You wish to build your own animation visual tool tailored to your project**Common Reasons to Avoid:**
- You absolutely require a robust out-of-the-box code-free skeletal animation
solution for only a small number of entities right now and are willing to
pay money for it### Calligraphics
[Calligraphics](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Calligraphics/README.md)
is a world-space text rendering module. It uses TextCore fonts and formats text
to be rendered via the Kinemation rendering pipeline, complete with custom ECS
material property support. The text can be animated with the built-in tweening
engine, or you can make your own animations with the glyph mapping API. Rich
text tags are supported, with much of the implementation being ported from
TextMeshPro and made Burst-compatible. Use Calligraphics for world-space labels,
dialog, player names, and damage numbers.**Common Reasons to Use:**
- You use QVVS Transforms
- You want animated text
- You are using any other module**Common Reasons to Avoid:**
- TextMeshDOTS works and fully covers your needs
### LifeFX
[LifeFX](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/LifeFX/README.md)
provides VFX solutions at ECS scales using an intelligent graphics buffer
management pipeline. It comes with an out-of-the-box solution for sending ECS
event payloads to VFX Graph via graphics buffers. This way, a single VFX Graph
instance can support thousands of entities.**Common Reasons to Use:**
- You use VFX Graph at scale
- You want a better way to get ECS graphics data into traditional
MonoBehaviours**Common Reasons to Avoid:**
- You don’t need VFX Graph or custom graphics
### Unika
[Unika](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Unika/README.md)
is a C\# scripting solution for ECS with full jobs and Burst support. Scripts
are packed in dynamic buffers and can be invoked abstractly through interfaces
using source generators. Scripts are fully referenceable from entities and other
scripts, providing plenty of flexibility.**Common Reasons to Use:**
- You have too many small jobs
- You want something that can leverage your OOP experience as a fallback to
reduce development costs
- You have technical artists who want to write MonoBehaviour-like code
- You want a better API for modders**Common Reasons to Avoid:**
- You exclusively use idiomatic foreach
### Future Modules
- Mach-Axle AI – A utility AI evaluator designed for high throughput
- Unnamed Networking – Something fast and flexible at scale## Why Use the Latios Framework?
Typically, “frameworks” fall into one of two categories. Either, they are
someone’s collection of convenience classes and extension methods, or they
define a specific architecture and workflow for describing gameplay code.While the Latios Framework has some of those things, its primary concerns are at
the engine level. Many of its tools and solutions are inspired by GDC
presentations, technical blogs, and research papers. A key focus of the
framework is to make these advanced technologies usable within a DOTS-based
production environment. But another common theme is fixing or providing
alternatives for fundamental design issues in the official ECS packages. For
technical reasons, it is a “framework”, but the individual APIs act more like a
toolkit and stay out of the way. A developer using it should always feel in
control. If not, there’s likely an issue worth bringing to attention.The Latios Framework fixes multiple fundamental performance and behavior issues
within Unity’s ECS packages. The results of such efforts are best demonstrated
in [this video](https://youtu.be/AgcRePkWoFc). For a complete breakdown of these
changes with each configuration and bootstrap, [check out this
guide](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/What%20Parts%20of%20ECS%20Does%20the%20Latios%20Framework%20Change.md).0.12 marks the end of Phase III, which focused on modernizing the framework for
Entities 1.X and facilitating gameplay design. Phase IV will focus on
higher-level workflows and advancing existing technologies.Long term, the Latios Framework’s mission is to dramatically reduce the
development effort required to make highly artistic 3D games and short films.## Getting Started
There are three methods to install the framework package (contains all publicly
released modules).- Clone or submodule this repository into your project’s Packages folder
(recommended for contributors or those wanting faster bugfixes and updates)
- Add package via Package Manager -\> Add package from git URL
- Add via [OpenUPM](https://openupm.com/packages/com.latios.latiosframework/)After installing the framework package, follow the instructions in the first
section
[here](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Core/Getting%20Started.md).
You may also want to look through the [compatibility
guide](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Installation%20and%20Compatibility%20Guide.md).Getting Started pages and documentation are provided with each module.
## Learning Resources
- Social
- [Discord](https://discord.gg/DHraGRkA4n)
- [Forum Thread](https://forum.unity.com/threads/797685/)
- [Documentation (Click on any .md
file)](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Upgrade%20Guide.md)
- [Mini Demos](https://github.com/Dreaming381/LatiosFrameworkMiniDemos)## Proud Users of Latios Framework
### Forks and Extensions
- [TextMeshDots](https://github.com/Fribur/TextMeshDOTS) – A standalone fork
of Calligraphics### Open Projects
- [Latios Space Shooter Sample](https://github.com/Dreaming381/lsss-wip)
- [Free Parking](https://github.com/Dreaming381/Free-Parking)## Support
*TL;DR – I try to take issues and feedback as seriously as if this were a
commercial project (or for the cynical, to shame commercial projects). Do not
hesitate to reach out to me!*### Issues (Bugs or Performance)
This is a hobby project and not my full-time job, so I cut corners and don’t
spend a lot of time testing things. Sometimes I write code while an idea is in
my head and just leave it there. Bugs will sneak in.However, **bugs are infuriating!**
If you see a confusing error, send me a description of what you were doing and a
stack trace with line numbers and the version you are using. You can use the
GitHub issues, GitHub discussions, Discord, the DOTS forums, Unity PMs, or
emails. Usually, I will find a bug fix locally, and provide instructions on how
to apply the fix yourself. Then I will roll out the bug fix in my next release.For strange behavior that doesn’t trigger errors, a repro is the only way to
guarantee the issue gets diagnosed, but a good description can go a long ways
too.For performance issues, if you can’t send me a repro, send me a profile capture.
It doesn’t matter if the issue makes your game unplayable or if you just want
one task to be a couple hundred microseconds faster. I’m interested!### Feature Requests
Please send feature requests, even if it is already listed on one of the
near-term roadmaps. It helps me prioritize. Requests for small utility functions
or other simple concerns can usually be squeezed in patch releases. I always
reserve full discretion. Try to propose your use case, and focus less on a
proposed solution.### Learning Resource Requests
If you see gaps in the documentation, or are struggling to understand features,
let me know. If you would like more demos and samples, also let me know what you
would like an example of. I won’t build your game idea for you, but simple
things I can try and squeeze in.### Derivatives, Collaboration, and Contribution
I develop this framework separately from this repository scattered across
various projects. I will provide the current snapshot from any of those projects
upon request. I promise the code may be terrible. This may be useful to you if
you desire to contribute in an area I am actively developing. See
[Contributing](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Contributing.md)
for more information.If you are developing your own packages on top of this framework, commercial or
open source, feel free to reach out to me for suggestions, guidance, or to
establish your stake in the areas that concern you. It is important to me that
such dependent technologies are successful. For open source projects, I may even
send a pull request.### Feature Releases and Compatibility
I do not promise backwards compatibility between feature releases (0.X). I will
have upgrade guides detailing all the breakages and what to change. But it will
be a manual process.Patch releases (0.12.X) will always preserve backwards compatibility back to the
last feature release.While I will provide tips and suggestions if you use older releases, I will not
publish patch releases for older versions.## Special Thanks To These Awesome Contributors
If you would like to be added to this list, see
[Contributing](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Contributing.md)
for how to get started.- Sovogal – Significant contributions to the Calligraphics module (including
the name)
- canmom – Android support, Kinemation baking fixes, and build fixes
- Fribur – Calligraphics rich text overhaul and shader improvements
- Dechichi01 – Various fixes and improvements for Core, Psyshock, and
Kinemation
- Anthiese – Mac OS support
- germanoeich – F and Shift + F support for runtime entities
- Lewis – Improvements to `EntityWith<>` and `EntityWithBuffer<>`
- Everyone else who reported bugs and made the Latios Framework more stable
for everyone## A Word of Caution
If you choose to modify any of the contents here licensed under the Unity
Companion License, my understanding is that any modifications, including new
inventions inserted, will belong to Unity as per the terms described by the
license.This license is subject to change to one that allows pieces of the Latios
Framework not developed by Unity to be used in other ecosystems. If this is
something you desire, feel free to discuss in the Latios Framework Discord.If anyone at Unity sees this, know that you have full permission to use anything
in here without attribution unless the code falls under one of the third-party
licenses (which will be documented via comments directly next to the relevant
code).