DOTS Portfolio

Every once in a while, a new technology, an old problem, and a big idea turn into an innovation.

– Dean Kamen

Here is more of my Unity game development portfolio.

DOTS Repos

DOTS Basics

With Unity’s Data-Oriented Technology Stack (DOTS), you take full advantage of today’s multicore processors with high-performance multithreaded workflows. Your code is faster and more reusable.

DOTS Technology

  • Job System – Runs multithreaded code efficiently
  • Burst Compiler – Produces highly optimized native code
  • Entity Component System (ECS) – Data-oriented, performant code by default

DOTS Physics

The Unity Physics integration represents the default physics system in Unity for DOTS-based projects. It is backed by DOTS physics solver and written using the C# DOTS framework. The Physics system philosophy has more details.

By using a stateless design and not leveraging caching, it will simplify the complexity of Unity Physics.


Samuel Asher Rivello, with over 20 years of Game Development expertise, presents Unity DOTS & ECS features, the RMC Dots Library, and examples.


In this presentation deck, we go deep into many areas of Unity DOTS.

► DOTS Diagram
► Burst Compiler / Jobs
► Who Is This For?

► Hybrid Approach
► Game Architectures
► Demos

What’s Next?

Recognizing the redefinition of Unity as a platform through Unity DOTS, I have been learning how DOTS can improve my development services.

Please contact me to discuss any remote, contract opportunities that may be a good fit.