The StartCoroutine Podcast

A Podcast About Unity® (The 3D/Game Engine)
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What is ECS? 2018.2 Release Summary

Show #1, July 31st, 2018

John talks about the 2018.2 release and a big beta/upcoming feature called ECS (Entity Component System).


Show Notes

Unity® 2018.2 is now available! (as of July 10th, 2018)

Unity®'s blog post about the 2018.2 release

183 improvements and 1426 fixes

  • Scriptable Render Pipeline (SRP) improvements
  • SRP batcher
  • Scriptable shader variants stripping
  • Lightweight Render Pipeline (Preview)
  • High Definition Render Pipeline (Preview)
  • Progressive Lightmapper
  • Shader Graph (Preview), including High Definition Render Pipeline (HDRP) support
  • Texture Mipmap Streaming
  • Vulkan support for Editor on Windows and Linux (experimental)
  • C# Animation Jobs
  • Particle System improvements
  • 2D improvements!!! Including Pixel Perfect Camera (Preview package), 2D Sprite Renderer "Sort by Pivot Point", 2D Hexagonal Tilemaps, SVG Importer (Preview package), New 2D APIs
  • Support for using .java and .cpp source files as plugins in a Unity project
  • Standard Assets replacement
  • Unity Hub
  • Cinematics, including Camera Physical Properties, Recorder 1.0
  • High-DPI monitor support
  • C# Job System, Entity Component System and Burst Compiler
  • IL2CPP-Managed Debugger
  • Scripting runtime improvements
  • End of support for UnityScript
  • Visual Studio Code Debugger Extension
  • XR - HoloLens Holographic Remoting

Unity® Job System / ECS / Burst Compiler

Unity® Job System / ECS Feature Page

Demo: Unite Austin 2017 - Massive Battle in the Spellsouls Universe

Main parts of ECS:

  • New C# Job System
  • Entity Component System (ECS)
  • Burst Compiler

How does it work?

  • Entities are an index for referencing data
  • Component Data separates out data and allows for linear data/memory layout
  • Component Systems handle all logic and operations
  • C# Job System takes advantage of linear memory layout and multiple cores
  • Burst Compiler produces more optimized code


  • Performance by default
  • Data-oriented programming
  • Makes small games more efficient

Methods for making Unity Games:

  • Old model (Game Objects)
  • Hybrid ECS - Provides upgrade path to full ECS along with minor optimization's by avoiding virtual calls.
  • Pure ECS - Full performance and other benefits of ECS.


  • Performance by default
  • Determinism
  • Networking guidance
  • Build size and Load time
  • Fast iteration time (under 500ms) (hot reloading)
  • Tested
  • Packages, collaboration, transparency

Unity ECS Talks from GDC 2018/Unite 2017:

This episode features parts of the song "Air Hockey Saloon" by Chris Zabriskie, available under a Creative Commons Attribution 4.0 International (CC BY 4.0) license.

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About The Show

John is a programmer by trade and an indie game dev by choice. He lives with his Wife and 2 kids in Massachusetts.

John searched for a podcast about the latest news/updates/revelations with Unity®. He didn't find one so he made one!