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Collection of different boid simulation implementations in unity. Includes: implementation with GameObjects, with ECS only, with ECS and Unity Jobs combined with Burst Compiler (2 different approaches).

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How many Boids can Unity handle?

This is a collection of 4 different implementations of a boid simulation in Unity. It's an experiment to find out how many boids Unity can simulate and render at once. The four different implementations are the following:

  1. Implementation with GameObjects and MonoBehaviours (~350 boids)
  2. Implementation with ECS (no Jobs) (~500 boids)
  3. Implementation with ECS and Jobs (~7.000 boids)
  4. More complex implementation with ECS and Jobs (~250.000 boids)

The last one includes code originally made by Bogdan Codreanu: https://github.com/BogdanCodreanu/ECS-Boids-Murmuration_Unity_2019.1

This Unity project was created with Unity 2020.1.0f1. If you notice any improvements which could be made or found a better system, I'd love to hear about it!

500 Boids

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Collection of different boid simulation implementations in unity. Includes: implementation with GameObjects, with ECS only, with ECS and Unity Jobs combined with Burst Compiler (2 different approaches).

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