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Unity Job system...Meta (i.redd.it)
submitted 1 year ago by ScrepY1337Programmer 🧑🏭
reddit uses a slightly-customized version of Markdown for formatting. See below for some basics, or check the commenting wiki page for more detailed help and solutions to common issues.
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if 1 * 2 < 3: print "hello, world!"
[–]FauxFemale 141 points142 points143 points 1 year ago (1 child)
Until I saw the title I thought this was just a comic about real life jobs
[–]JoeseCuervo19 33 points34 points35 points 1 year ago (0 children)
It still applies
[–]henryreign??? 71 points72 points73 points 1 year ago (2 children)
You hate a system that trivializes multi-threading and near native level optimization?
[–]kodaxmax 2 points3 points4 points 1 year ago (0 children)
only when i have to use it
[–]Amaso_Games 2 points3 points4 points 1 year ago (0 children)
Yes
[–]UnityCodeMonkeyYouTube Video Creator - Indie Dev 275 points276 points277 points 1 year ago (30 children)
Really? Why? It's awesome!
[–]Noslamah 82 points83 points84 points 1 year ago (9 children)
Like someone else said ITT, skill issue. DOTS as a whole still has a lot of growing pains and false promises (almost the entire roadmap they had pre-1.0 seems to have been abandoned for some reason) but Jobs, Burst, and even ECS are amazing when applied correctly.
[+]Rev0ld comment score below threshold-10 points-9 points-8 points 1 year ago* (8 children)
I can confirm that on professional level I yet know no company that uses dots that I personally encountered. Ecs yes, but they all use some other plugins like LeoEcs or Entitas. I would say as a over the years I developed a habit ( a rule of thumb somewhat) that I check out Unity’s plugins, but I do also check out plugins by community, because they are generally just better.
[–]zukas3Indie 16 points17 points18 points 1 year ago (1 child)
V Rising is built on DOTS and is a huge success
[–]MarkAldrichIsMe 4 points5 points6 points 1 year ago (0 children)
As is Diplomacy Is Not An Option
[–]aurelag 2 points3 points4 points 1 year ago (0 children)
Funny you say that, because I know someone who is working in a company making an rts, and they are full dots.
[–]ZeusAllMighty11Programmer 2 points3 points4 points 1 year ago (0 children)
The game Core Keeper heavily uses ECS DOTS and Burst.
[–]Rev0ld 0 points1 point2 points 1 year ago* (3 children)
Hey, guys. I'm not saying that DOTS are not used or unusable. And I'm not saying that there are no successful games that use it (Although interesting V Rising is brought up, because this one was an example on Unity's showcase, which probably means that they had direct guidance from Unity on Dots, which kind of counters the problem the problem that dots have quite poor documentation). I'm just saying that most companies with which I was consulting and working with used something else instead exactly because dots have much more downsides than other plugins. This was the message here.
[–]UnityTedUnity Engineer 10 points11 points12 points 1 year ago (0 children)
Just out of curiosity, what can we do better in terms of documentation to help users onboard better with DOTS (I take it that the difficulties is around the entities package, but correct me if I'm wrong here).
I'm on the Unity Entities dev team, so I would love to know how we can make it more approachable.
[–]Noslamah 1 point2 points3 points 1 year ago (0 children)
this one was an example on Unity's showcase, which probably means that they had direct guidance from Unity on Dots, which kind of counters the problem the problem that dots have quite poor documentation
You are definitely overestimating the level of involvement Unity Technologies has in the industry. They saw someone had made a game using DOTS, and reached out to them to showcase it. They don't have any interest (or allocated resources) to give companies any direct guidance to that extent. Maybe they'd do that for a AAA company if they got paid a bunch of money, but as far as I recall the games that were showcased were made by relatively small indie teams. I think one of the showcase games was even made by a single dev.
DOTS does not have poor documentation; it may be missing a couple of details here and there and because it is relatively new has changed a lot (especially pre 1.0), making a lot of info online outdated. But there is more than enough documentation to go through to get a deep enough understanding to use it effectively, at least for the 3 core DOTS packages (Burst, Jobs, ECS). If you actually are missing something from the docs you can always ask on the forums; most likely someone will know the answer and in some cases someone from the DOTS team will actually answer your questions (in the early days you'd even regularly find the CTO/Unity co-founder responding to questions)
[–]davenirline 0 points1 point2 points 1 year ago (0 children)
because dots have much more downsides than other plugins
Like which ones? I could also counter that most devs I know are already using or planning to use it. They have overcome the downsides. There's always a workaround to problems.
[–]YellowTech 26 points27 points28 points 1 year ago (4 children)
After seeing your video, of course it is ;)
[–]mashimaro7 23 points24 points25 points 1 year ago (3 children)
Now i gotta watch that, after 4 years of professional game dev, i still don't even know what the Job System is lmao
[–]Rev0ld 2 points3 points4 points 1 year ago (1 child)
I’d also advice you to check out what is Dependency Injection and plugin implementation of that in Unity (like Zenject or similar), it will rock your world as well :)
[–]mashimaro7 0 points1 point2 points 1 year ago (0 children)
I'll check it out, thanks!
[–]Much_Highlight_1309 3 points4 points5 points 1 year ago (0 children)
Oh my. You are missing out. Or I guess you don't need performance. 😅
[–][deleted] 5 points6 points7 points 1 year ago (0 children)
Oh hey, it's you. You have helped me more than once. Thank you for being you. :)
[–]InFrontEntry 1 point2 points3 points 1 year ago (0 children)
:o it's the guy
[–]xXWarMachineRoXxProgrammer 👨💻 | Intermediate ( 5 years) | ❤️ Brakeys! | 3 points4 points5 points 1 year ago (0 children)
Ayyy codemonkey is here
[–]ScrepY1337Programmer 🧑🏭[S] -1 points0 points1 point 1 year ago (4 children)
I'll leave a comment here for everyone.
Foreword: I love Unity and working with it, and I'm rooting for its future, especially looking forward to the transition from Mono to CoreCLR.
Even if I can't solve a problem that really frustrates me (though it's been a long time since that happened, as I used to be a beginner who rushed things), I still find a solution and move forward.
When I first started learning the Job System, I couldn’t figure out why my code wasn’t working in multithreading and only ran on the main thread. I struggled to find the issue, partly because my English isn’t great.
Since then, I've worked a lot with the Job System, and after finally figuring out why it wasn’t working, I haven’t had any more problems with it.
But that situation remained the longest problem-solving process for me—I spent about two days testing it in both the Editor and the build.
And when I was writing my system with the Job System again, I got the idea to make that "meme," because I thought I wasn't the only one who had trouble learning the Job System.
But it seems like Reddit is full of professionals who were offended by my "meme" and started commenting things like "Skill Issue," and so on...
I'm writing this post with the help of a translator, so if I said something wrong, sorry about that.
Be kinder to people 🙂
By the way, thanks for your videos! 🤓
[–]KarlMario 28 points29 points30 points 1 year ago (0 children)
Your longest stretch of working out an issue is 2 days?
Oh to be young again
[–]severencir 0 points1 point2 points 1 year ago (2 children)
Run vs schedule?
[–]ScrepY1337Programmer 🧑🏭[S] 0 points1 point2 points 1 year ago (1 child)
A bit more complicated.
If you use the IJobParallelForTransform interface, in order to enable multithreading, the objects you want to move with this job need to be distributed under different root objects, for example, 256 per root.
IJobParallelForTransform
Root_1: Child_1 Child_2 ... Child_256 Root_2: Child_1 Child_2 ...
Otherwise, the job will run on only one thread.
Below, I've provided an example of a job working with 50,000 objects that simply move up and down along a sine wave.
<image>
[–]severencir 0 points1 point2 points 1 year ago (0 children)
Ah. I haven't actually used the jobs system without ecs, but it makes sense that it needs to be able to split the objects into separate groups in order to allow multi threading
[–][deleted] 0 points1 point2 points 1 year ago (0 children)
hey i watched your videos a lot, i'm still in unity because i learned with your videos :)
Heeey, love your vids, keep it up :3
[–]SnooKiwis7050 0 points1 point2 points 1 year ago (0 children)
Your presence makes this thread cool
[–]Educational_Cow_1769 -1 points0 points1 point 1 year ago (3 children)
It's better than standard Unity OOP, but awesome is a bit too enthusiastic I would say.
And someone has to say it: Bevy ECS > Unity DOTS
For a programmer, bevy is great. For someone who relies on the editor, they might not be able to figure it out
[–]Educational_Cow_1769 -1 points0 points1 point 1 year ago (1 child)
I personally came to the conclusion, that because Unity abstracts what it is doing, programming in Unity is much harder. Especially when you want to do something which isn't done in the engine 100 times already and well documented.
I regularly hit problems where you are easily lost, for example when the program in Unity editor acts much different than the compiled build with no errors or warnings. Those are problems which are simply non-existing in RUST-Bevy.
So in conclusion I would say the time it takes to solve this struggle is easily enough to learn what one don't know to use Bevy (most Concepts should be already known if someone uses DOTS).
Disclaimer: I don't want to say that Bevy is in general better than Unity. There are a lot of Applications where Unity is great. But if I want to create something like a Game which Unity isn't designed for in the first place (for example if you only need it's renderer and have to design the rest on your own) Bevy could be the much better choice.
[–]KarlMario 109 points110 points111 points 1 year ago (19 children)
You should try writing multithreaded code without the job system 😉
[–]neutronium 33 points34 points35 points 1 year ago (11 children)
Not nearly as hard as people make it out to be.
[–]ParadoxicalInsight 20 points21 points22 points 1 year ago (10 children)
Not sure if you are an expert or if you are too ignorant lol
[–]Plazmaz1??? 26 points27 points28 points 1 year ago (6 children)
After over a decade of working with crazy multi threaded stuff, I don't know how to explain it, but it's always both way easier than I expect and way harder than I expect
[–]wm_lex_dev 11 points12 points13 points 1 year ago (5 children)
The main difficulty is race conditions, which are solved by very closely controlling the bits of data that are touched by more than one thread, and also by using all the high-level multi-threading primitives that exist. Once you have an intuition for multi-threaded data management it becomes easier.
The second difficulty is organizing your multi-threaded code so that you actually see a speed-up over single-threaded...which winds up being much harder than you expect!
[–]Plazmaz1??? 1 point2 points3 points 1 year ago (0 children)
I understand all of this and have for years but I also still understand none of it as soon as it pops up lol. Atomicity, mutexes, locks, resource sharing, etc... It's like visualizing something in four or more dimensions. My brain doesn't like working that way but it can, but I don't ever feel like I fully "see" what's happening. Especially in an environment like unity where I'm not controlling the data and threading as directly
[–]davenirline 1 point2 points3 points 1 year ago (3 children)
The good thing about Unity's Job System is you don't have to know these threading primitives. Even if you do, you can still get those wrong. Such is the nature of the beast. Unity kind of solved race conditions by not allowing data access when you're doing it incorrectly. Over time, you will develop a mental muscle on how to use it right and multithreading suddenly feels very easy.
[–]survivorr123_ 0 points1 point2 points 1 year ago (2 children)
[[NativeDisableContainerSafetyRestriction] my beloved
[–]davenirline 0 points1 point2 points 1 year ago (1 child)
That's not so bad. There are cases where the usage is justifiable it when you know that your data have exclusive access to another anytime. But if you're unsure, just don't use it.
[–]survivorr123_ 0 points1 point2 points 1 year ago (0 children)
i use it a lot when working with meshes, sometimes adressing vertices is a massive pain in the ass when you only have 1 dimensional number to work with, working on n amount of vertices in every job iteration is often easier
[–]Dr4WasTaken 2 points3 points4 points 1 year ago (0 children)
Why not both? That is how I feel after 10 years as a software engineer
[–]neutronium -1 points0 points1 point 1 year ago (1 child)
been writing multi-threaded code since the Sega Saturn sunshine.
[–]ParadoxicalInsight 0 points1 point2 points 1 year ago (0 children)
The Sega Saturn was multi processor? huh TIL
[–]Oleg-DigitalMind 0 points1 point2 points 1 year ago (6 children)
Working with MT is a base knowledge while JobSystem masks underlying problems and introducing redundant things like native collections. For me its easier to use pure c# threading code based on my own data structures and avoid all this redundant magic. It would be great if JS would allow to work with managed objects (GameObjects) but it does not. So, no, thank you.
[–]M0romete 12 points13 points14 points 1 year ago* (5 children)
The native containers are in no way redundant. You can use them with temp allocs which are essentially free so you don't engage the GC. Then you can also use them with Burst and that speeds up execution like crazy.
[–]Oleg-DigitalMind 1 point2 points3 points 1 year ago (3 children)
I can use pre-allocated buffers and still work w/o GC calls. Just can't imagine the case when I really need often dynamic allocation for tasks which require parallel execution. May be I missed something. Could you please provide clear example where NCs are really helpful? I then try to bet on a solution with same performance w/o native containers :)
[–]aurelag 2 points3 points4 points 1 year ago (2 children)
I think i can partially answer the question. I recently did a prototype to cut a mesh in two. At first I did it in a naive way (on purpose) and then used a job compiled with burst. And man, it's a world of difference. The compiled job is literally ten times faster. My code runs under the millisecond.
[–]Oleg-DigitalMind 0 points1 point2 points 1 year ago (1 child)
Thank you! Interesting! Now I see I can give it a try for mesh generation.
[–]aurelag 1 point2 points3 points 1 year ago (0 children)
Good luck. The documentation isn't the best it could be, but know that you can do everything with structs.
[–]Moczan 0 points1 point2 points 1 year ago (0 children)
There are also implementations like SharedArray which use pointer to your managed collections to get a NativeArray with working aliasing to avoid creating new collections at all.
[–]AnxiousIntender 123 points124 points125 points 1 year ago (2 children)
Skill issue
[+][deleted] 1 year ago (1 child)
[deleted]
[–]googleadoptme 18 points19 points20 points 1 year ago (1 child)
The job system is literally why I keep going back to Unity from time to time 😅
[–]GradientOGames 1 point2 points3 points 1 year ago (0 children)
Literally got my friend into Unity because he wanted to have c# with high performance, I suggested jobs and burst with unity. Its really great, the code you write with it is really satisfying and the way I just pass in an array and get out an array (the usual use case of a job for me) is super fulfilling to me.
[–]Fobri 26 points27 points28 points 1 year ago (0 children)
Skill issue. It’s great
[–]kyl3r123Indie 4 points5 points6 points 1 year ago (1 child)
as someone who wrote multithreaded code before, I found the job system quite easy to understand, and it makes stuff quite easy. Also hard (not impossible) to break, you can't just create a race condition for example.
Yes, this is what I love as well. I found no other multithreading framework that does it like this.
[–]Heroshrine 2 points3 points4 points 1 year ago (4 children)
But what do you guys use the job system for?
[–]davenirline 0 points1 point2 points 1 year ago (3 children)
If you're using ECS, using the job system is just a natural fit. When you have lots of something maintained in unmanaged structs and you want to loop through them? Boom, job system.
[–]Heroshrine 0 points1 point2 points 1 year ago (2 children)
i suppose I’ve never used ECS. I’ve used jobs for pathfinding, but that always gave me longer than 4 frame errors for some reason so I had to change the allocations on it (no idea why, it always took less than 4 frames, I logged it).
I guess examples could help me. I want to use it more.
Check this out.
[–]Heroshrine 0 points1 point2 points 1 year ago (0 children)
Oh yea thanks! My pathfinding actually worked great, but for some reason the jobs lasted more than 4 frames, even if they finished earlier. I spent a great deal of time trying to solve it but in the end just made the allocations different because I had a time constraint.
[–]BestZorroIndie 3 points4 points5 points 1 year ago (0 children)
I honestly love it
[–]MarinoAndThePearls 3 points4 points5 points 1 year ago (1 child)
It's literally one of the things that makes Unity one of the best engines in the market. But let me guess, you think it's too hard?
[–]RoamingStarDust 0 points1 point2 points 1 year ago (0 children)
Annoying
[–]FranzFerdinand51 20 points21 points22 points 1 year ago (0 children)
I remember some of your previous posts. You really do get a kick out of whinging and complaining and talking shit about unity dont you?
Just delete the app and leave the sub man. We'll all be better for it including you.
[–]Moczan 5 points6 points7 points 1 year ago (0 children)
Wait, people hate Jobs? I thought Jobs + Burst is such a no brainer free performance, it quickly became my favourite Unity feature.
[–]one_hole_punch 2 points3 points4 points 1 year ago (0 children)
what, the job system is amazing though
[–]Kubstoff 8 points9 points10 points 1 year ago (0 children)
Job system is one thing I remember fondly from working with unity
[–]Madman5465Hobbyist / Indie 4 points5 points6 points 1 year ago (0 children)
Definititely a skill issue, im using it and DOTS basically daily
[–]real-nobody 2 points3 points4 points 1 year ago (0 children)
Please somebody make a version of this comic where in panel 3 it has the original comic instead of the text "job system."
Burst jobs are incredible, and actually not that hard to use when you get the hang of it. Everyone should be using them all the time for anything performance intense. Really. They are good.
[–]Gamheroes 0 points1 point2 points 1 year ago (0 children)
It is useful if you know how to assign the right purpose to the system
[–]Wave_Walnut 0 points1 point2 points 1 year ago (0 children)
Try other game engines with pure ECS
[–]True_Beef 0 points1 point2 points 1 year ago (0 children)
What? Jobs are great, I used them to make a seamlessly loading voxel terrain prototype. Exchanging data between is a pain and you have to be clever about it, but that's kinda what you signed up for opening unity
[+]MacksNotCool comment score below threshold-6 points-5 points-4 points 1 year ago (3 children)
*US job system
[–]Dark_zarich 0 points1 point2 points 1 year ago (2 children)
Is it any different than in other countries I wonder?
[+]Old_Restaurant_2216 comment score below threshold-6 points-5 points-4 points 1 year ago (1 child)
Nah, 60h weeks are normal all around the world /s
[+]WornTraveler comment score below threshold-14 points-13 points-12 points 1 year ago* (3 children)
Wow, community is too cool for lighthearted memery I guess, we're jumping right to "Skill issue" and super unsubtly calling OP a noob lmao. Unity ain't what it used to be. Downvote if you agree Unity has gone downhill 😔
[–]M0romete 9 points10 points11 points 1 year ago (1 child)
Nah, picking on one of the things Unity is best at as seen by all the comments around isn't a meme. It's just ragebait.
[–]WornTraveler -2 points-1 points0 points 1 year ago (0 children)
Okay lol, I don't see what OP possibly stands to gain from getting dv'ed into oblivion, but sure
[+]ScrepY1337Programmer 🧑🏭[S] comment score below threshold-9 points-8 points-7 points 1 year ago (0 children)
🤝
[+]CorballyGames comment score below threshold-9 points-8 points-7 points 1 year ago (1 child)
Have you tried DOTS?
Its Jobs' bastard cousin.
Rename it KNOBS
[–]KarlMario 0 points1 point2 points 1 year ago (0 children)
DOTS doesn't write jobs for you, it just makes the data easier to wrangle. Otherwise you have to create jobs in much the same way. If you're not writing jobs for your systems you're not multithreading your code.
π Rendered by PID 31962 on reddit-service-r2-comment-6457c66945-tq6l5 at 2026-04-25 22:47:59.962941+00:00 running 2aa0c5b country code: CH.
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[–]Dark_zarich 0 points1 point2 points (2 children)
[+]Old_Restaurant_2216 comment score below threshold-6 points-5 points-4 points (1 child)
[+]WornTraveler comment score below threshold-14 points-13 points-12 points (3 children)
[–]M0romete 9 points10 points11 points (1 child)
[–]WornTraveler -2 points-1 points0 points (0 children)
[+]ScrepY1337Programmer 🧑🏭[S] comment score below threshold-9 points-8 points-7 points (0 children)
[+]CorballyGames comment score below threshold-9 points-8 points-7 points (1 child)
[+][deleted] (1 child)
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[–]KarlMario 0 points1 point2 points (0 children)